Hi krychek
Thats a pretty good idea, but if you want your light to be occluded by other objects behind the sss object doing 2 passes is the only way I see....
I have been thinking about using the the face register in PS_3_0 to find the direction in which a pixel points to, then render to...
Hi new around this place as well, but couldn't help but post a reply.
-You could render a depth map with the back faces from the light's point of view ( ala shadow mapping ) - that's pass 1
-Then render a second depth map with front faces - that's pass 2
-Then project this two textures onto...