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// Therefore, we bitcast uint to float in C#, and bitcast back to uint in the shader. |
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uint _EnableSubsurfaceScattering; // Globally toggles subsurface and transmission scattering on/off |
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float _TexturingModeFlags; // 1 bit/profile; 0 = PreAndPostScatter, 1 = PostScatter |
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float _TransmissionFlags; // 2 bit/profile; 0 = inf. thick, 1 = thin, 2 = regular |
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float _TransmissionFlags; // 1 bit/profile; 0 = regular, 1 = thin |
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// Old SSS Model >>> |
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float4 _HalfRcpVariancesAndWeights[DIFFUSION_PROFILE_COUNT][2]; // 2x Gaussians in RGB, A is interpolation weights |
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// <<< Old SSS Model |
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