The best Stardust I've ever heard.
By @AlexMendhamOrch
youtube.com/watch?v=AsuqPlAg…
I recently replayed the masterpiece that is #BioShock, nearly 20 years after its release.
I couldn’t resist trying my own take on “what should underwater look like through dirty glass?"
I also ignored the IOR laws😉
It takes scene depth to compute the blur radius based on distance (DOF-like). This way, I simulate the foggy dispersion behavior.
Finally, SSS for URP is out assetstore.unity.com/package…
Improved Debug tool. Lightmap done with Bakery by a @guycalledfrank assetstore.unity.com/package…
Massive SSS test using the awesome lightmapper Bakery by @guycalledfrank
Models from #megascans
SSS for URP 1.2 (wip)
#madewithunity
New scene added to the build. This shows the new transmission ramp in action with animated lights. No thickness maps used. Object thickness is computed per light in real-time.










