22 lines
1.4 KiB
Markdown
22 lines
1.4 KiB
Markdown
# Ray-Traced Subsurface Scattering
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Ray-Traced Subsurface Scattering is a ray tracing feature in the High Definition Render Pipeline (HDRP). It is an alternative, more accurate, ray-traced solution to [Subsurface-Scattering](Subsurface-Scattering.md) that can make use of off screen data.
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**Perry head rendered with ray traced subsurface scattering**
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## Using ray traced subsurface scattering
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Ray traced subsurface scattering uses the [Volume](Volumes.md) framework, so to enable this feature and modify its properties, you need to add a Subsurface Scattering override to a [Volume](Volumes.md) in your Scene. To do this:
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1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector.
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2. In the Inspector, go to **Add Override > Ray Tracing** and click on **Subsurface Scattering**.
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3. In the Inspector for the Subsurface Scattering Volume Override, enable Ray Tracing. For information on setting up ray tracing in HDRP, see [getting started with ray tracing](Ray-Tracing-Getting-Started.md).
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## Properties
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| Property | Description |
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| -------------- | ------------------------------------------------------------ |
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| **Sample Count** | Defines the number of samples that are cast per pixel to evaluate the subsurface scattering lighting. |
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