Got IT!
These are great days for me... After having done the ShaderLab for 2 years, and not really doing funky stuff with it, it's finally playtime...
After some hours, I got another cool high-end thing going - meet Venus

Pasted Graphic

This is a setup that calculates the depth the light has moved _through_ the mesh, to correctly simulate translucency. Then a few spec highlights...

Don't expect this one out-of-the-box in 1.1, though - it took me ages to set up...

Oh yeah - I think this shader will be great for cheap, correct light plumes. These will look a hell of a lot better than the normal 6-quads on top of each other approach...

\me sleep

Update: Tweaked params a bit - and made the translucence dependent on lighting hitting the back side of the status as well as the depth...

Here we have A light coming from front of the statue..

Unity(Debug)ScreenSnapz002 Unity(Debug)ScreenSnapz001


Small effect on front side, large when seen from behind...

No more statues for a few days... Next up is Refractive water particles
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