}
[SerializeField]
SubsurfaceScatteringParameters m_SssParameters ;
public SubsurfaceScatteringParameters localSssParameters ;
set { m_SssParameters = value ; }
get { return m_SssParameters ; }
}
public SubsurfaceScatteringParameters sssParametersToUse
{
get
{
if ( SubsurfaceScatteringSettings . overrideSettings ! = null )
else if ( m_SssParameters ! = null )
{
return m_SssParameters ;
}
else
if ( localSssParameters = = null )
m_SssParameters = new SubsurfaceScatteringParameters ( ) ;
return m_SssParameters ;
localSssParameters = new SubsurfaceScatteringParameters ( ) ;
return localSssParameters ;
}
}
// We compute subsurface scattering here. Therefore, no objects rendered afterwards will exhibit SSS.
// Currently, there is no efficient way to switch between SRT and MRT for the forward pass;
// therefore, forward-rendered objects do not output split lighting required for the SSS pass.
CombineSubsurfaceScattering ( hdCamera , renderContext , m_Owner . sssParametersToUse ) ;
CombineSubsurfaceScattering ( hdCamera , renderContext , m_Owner . sssParameters ) ;
// For opaque forward we have split rendering in two categories
// Material that are always forward and material that can be deferred or forward depends on render pipeline options (like switch to rendering forward only mode)