Finally made a Cool Thing at work that I can show off!
Subsurface scattering in Unity/URP, using image-based diffusion profiles
This is a record of a twitter thread, originally posted in 2022
I inherited an unfinished screenspace SSS project from a former coworker, and ended up needing to totally redesign the diffusion/sampling stuff
this is why I was yelling about importance sampling a few weeks ago lol
Here's a cool gif zooming the radius up and down
I should note: importance-sampling the diffusion profile in a spiral isn't a novel invention here; HDRP's SSS does it, and it's useful in lots of other applications
the novelty part is "what if I just used a pic of my arm lol"
also the more rts this gets the more I'm like, oh wait maybe taking a photo of my own skin and then demonstrating it by applying it straight onto to a character with significantly darker skin is........ I dunno maybe questionable optics lol
no one's yelling at me or anything, but please don't read anything deeper into this than "that is the nicest-looking face model I have on hand for screenshots"
I'm aware SSS behavior isn't one-size-fits-all and you usually need to tune it for different skin colors