
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscninspect_shader.pymaterial.trespreview.pngtest_package.pyverification/native.jsonwrap_subsurface_skin.gdshader
How it works
- Shader type
- spatial
- Parameters
- albedo (vec4 = 0.88, 0.68, 0.58, 1), scatter_color (vec4 = 0.85, 0.2, 0.12, 1), wrap (float = 0.45), scatter_width (float = 0.35), translucency (float = 0.6), translucency_power (float = 4), translucency_distortion (float = 0.25), specular_strength (float = 0.25) and 1 more
- Result
- Peach-coloured shapes lit from behind and the side with a warm red glow along the shadow edge and through the thin capsule.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/wrap_subsurface_skin/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
An approximation without real thickness: translucency is the same on thick and thin parts unless you scale it per object. Wrap lighting brightens shadowed regions, so cast shadows look softer than the light. Not energy conserving.