I have recently been experimenting with subsurface scattering and have found a technique that works well.
I have also added in Fresnel specular lighting, this means the highlights become more noticeable at an angle, similar to how light reflects in real life.
It as well features an advanced ambient lighting technique that I have made to try to replicate light bouncing off the floor and hitting the character.
The Basic Lambert lighting
This is the Subsurface effect, simulating light bleeding through the skin.
Together they look like this.
Here is the fresnel lighting
And the specular lighting is multiplied by the Fresnel to create a rim lighting effect.
This here is the ambient lighting, it simulates lght reflecting from the floor.
And this is the final effect.
The folder also contains several other versions of this shader, including a version for weapons and another for dynamic entities.
More information for these is given in the readme file.
Feel free to use these in any projects you wish.
If you have any questions feel free to contact me at uziidiot@hotmail.co.uk
Credit goes to Mark 'Bond1' Blosser for the base shader files and Nvidia for the shading technique (see here).
Any comments and criticisms are welcome.
(
Mediafire is still broken for me so the folder is attached to this post)
Insanity is doing the same thing everyday, same job, same route, same people and thinking 'Today will be different', thinking that over and over again. But not doing anything different.