Did some more work on the hair shader. I cant seem to find a value for the offset h, so I am currently using a random offset, which is the cause of the noise in the specular lobes. Some gifs of the parameters:BetaM - Longitudinal roughness from 0-1 BetaN - Azimuthal roughness from 0-1 Shift: shifts R, TT ,TRT along hair…
I don't have the original code anymore since it was for an old version (4.16) and they implemented transmission since 4.20, so its probably better to use that. https://docs.unrealengine.com/en-us/Resources/Showcases/DigitalHumans#skinshading The code below should be added into SkyLighting.usf. I haven't tested this, so you…
I think it should actually be forward scattering... most likely the light vector, L, on line 19 should be negated, g should be positive and set somewhere between 0.25 to 0.5. These values were obtained visually because the transmission effect doesn't really show up too well otherwise. I guess at the time I felt 0.25 looked…
I started working on atmospheric scattering. Currently its full of bugs, but its nice to see something resembling the sky. I have not been able to figure out how multiple scattering, direct/ambient lighting or shadows fits into the puzzle yet and its hard to tell if what I have so far is even correct. Sun Disc from left to…