Ray-Traced Subsurface Scattering
Ray-Traced Subsurface Scattering is a ray tracing feature in the High Definition Render Pipeline (HDRP). It is an alternative, more accurate, ray-traced solution to Subsurface-Scattering that can make use of off screen data.
Perry head rendered with ray traced subsurface scattering
Using ray traced subsurface scattering
Ray traced subsurface scattering uses the Volume framework, so to enable this feature and modify its properties, you need to add a Subsurface Scattering override to a Volume in your Scene. To do this:
- In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector.
- In the Inspector, go to Add Override > Ray Tracing and click on Subsurface Scattering.
- In the Inspector for the Subsurface Scattering Volume Override, enable Ray Tracing. For information on setting up ray tracing in HDRP, see getting started with ray tracing.
Properties
Property | Description |
---|---|
Sample Count | Defines the number of samples that are cast per pixel to evaluate the subsurface scattering lighting. |
Limitations
- Emissive surfaces are incompatible with ray traced sub-surface scattering.