Freelance technical artist in Unity. Focused on graphics programming and realistic rendering.

Santa Cruz de Tenerife, España
Joined January 2014
Work in progress on the next update of SSS for URP in Unity 6.3
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SSS for Unity 6.3 URP 17.3 soon
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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😉
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It takes scene depth to compute the blur radius based on distance (DOF-like). This way, I simulate the foggy dispersion behavior.
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Blur intensity is also controlled by texture to add extra blur in the dirty area (depth independent)
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Improved Debug tool. Lightmap done with Bakery by a @guycalledfrank assetstore.unity.com/package…
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Massive SSS test using the awesome lightmapper Bakery by @guycalledfrank Models from #megascans SSS for URP 1.2 (wip) #madewithunity
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Vitamin scattering test🙂
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One more test scene. Baked GI + translucency from directional and 3 point-lights.
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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.
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New debug mode added: Transmission
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