Subsurface scattering suffers from banding
the attached screen shot shows the heavy color bending i get from current subsurface lighting code. we already added a custom underwater blur which of course does not solve this. so are there any plany to get rid of this banding artifacts or do we have to add this our own? furthermore: light scatters through opaque geometry. any plans to tackle this?
furthermore: light scatters through opaque geometry. any plans to tackle this?
Thanks for reporting. Can you please open one issue per feature request or bug report? Otherwise, it makes it difficult to keep track and work through the issues. We'll keep this issue for the banding.
thanks, will open a request regarding the occlusion :)
See the following for possible solutions to banding: https://forum.unity.com/threads/horrible-color-banding-for-lighting-fog.912368/#post-6625960
Although it looks like the colour format we are using is not from the HDRP asset which prevents increasing buffer format precision from working which is something to fix.