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Unity Spherical Harmonics Translucency

Overview

This is a tool that takes a mesh and foreach vertex saves the thickness in any viewing direction projecting it on the spherical harmonics basis.

To compute the thickness the object must have a material with the shader Translucency/Thickness. Use the Window/ThicknessCompute to process an object

To create a shader, once you have the 9 coefficients and the fragment view ray, just reconstruct the thickness with the dot between the coefficients and the basis and use it to compute the absorbtion, for example, with a function like exp(-t)

License

This project is licensed under the MIT License - see the LICENSE

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Translucency effect for Unity using the Spherical Harmonics basis

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