CustomPhase / CP_SSSSS

Naive screen-space subsurface scattering solution for Unity 5.

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Subsurface mask source bug

michael430 opened this issue · comments

The Subsurface mask source of the CP_SSSSS_Object seems broken. No matter which source (separate texture/No mask) I use and It alway uses the "Main texture from current material (A)" as the mask.
Am I missing something ?

Btw, It renders great SSS effect in unity! Thank you for sharing.

Thanks, glad you like it!
Regarding the issue, i just checked mask options, they all work fine for me. Make sure your texture has alpha channel, thats where the mask is taken from. Heres the screenshot with the custom texture as a mask.
default
Btw, mask only controls subsurface intensity and doesnt control subsurface color at the moment, if thats what you wanted to achieve. Probably will implement that in the future.

I found out that the mask option issue only occurs on unity editor on Mac, however it works fine on Win. I got no error on my mac, no glue why it is not working on mac, so weird.

In general I think alpha channel to control the subsurface intensity is good enough for now.

Also I believe this plug-in needs to update for unity version 5.5 with inverted -Z depth issue in Dx11.