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…d/Babylon.js into mbond/openpbr-subsurface
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@MiiBond Note that we can't run the CI because of a merge conflict. (comment from Raanan): "accept all incoming and run npm install, otherwise it will take him a long long time." |
…penpbr-subsurface
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marking as draft to prevent accidental merge before the release |
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This PR adds support to the OpenPBRMaterial for the subsurface slab as well as thin-walled material support.
[https://playground.babylonjs.com/?snapshot=refs/pull/17848/merge#PJ5JXH#2](Test Playground)
This PR also adds support for a screen-space SSS rendering for densely-scattering materials. To enable it, you currently need to have a GeometryBufferRenderer on the scene with the following turned on:
enableIrradiance = trueenableScreenspaceDepth = truegenerateIrradianceWithScatterMask = trueI added the irradiance rendering to the geometry buffer because this is needed for the SSS (along with the screenspace depth). If you don't enable these, dense scattering will still be approximated but in a less convincing way.
Questions: