Charles Thomas's Website


Update on skin shading

29/08/2016


Quick update about my previous post.

So basically I fixed my edge bleeding and the pixel jaggyness !

For the edge bleeding I wasn't removing the background during the extraction process so when I was doing my 2x2 bicubic filter, unwanted pixels was showing up, silly me...

About jaggynes, I was doing everything in half-res but it's not even necessary (especially for the specular lighting pass, we need details there) until the SSSSS pass is reached.

Furthermore, the SSSSS pass is performed only on the diffuse lighting and basically no lighting calculations is happening, we are on a post process effect after all.

So I just had to stay at full-res except for SSSSS pass for performance reasons, conclusion : details are preservered !

See images below.

Combined.
Diffuse lighting.
Specular lighting.
Diffuse albedo.

Finally I've switched to a blue noise[1] which perform very well with Unity's temporalAA.

Left no TAA, Right TAA.

That's it for now !

References