SSS for URP


A diffusion profile based Separable Subsurface Scattering implementation for the Universal Render Pipeline, that comes with a shader that supports translucency.


by FAL Effects


★ star rating
Price History +

This is an implementation of the Separable Subsurface Scattering Algorithm for the Universal Render Pipeline. The algorithm was invented by Jorge Jimenez in 2011. This implementation also supports translucency. It is diffusion profile based, with support for up to 40 different ones. Required is the support for multiple render targets and a enabled depth texture.

Performance:

Tested on MX150 with a Intel® Core™ i5-8250U, Vulkan backend, URP was at max settings

  • 768p (in editor): ~ 170fps
  • 1080p (in editor): ~100fps
  • 1440p (in editor): ~61fps
  • w1440p (in editor): ~45fps

Additional samples can be found on my website

Click here to visit my website

A demo can be downloaded here


Supports Unity 2020-2022


Discord for support | support email | Documentation