Recent content by Felipe Orellana

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    HLSL thickness shader question

    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...
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    HLSL thickness shader question

    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...
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