Subsurface Scattering for Unity

I developed a SSS plugin that is available on the asset store

Blurred transparency (new in 1.7 February 2021)

Eyes (new in 1.6 May 2020):


Marble Chess

Marble floor:



Unite 2016: GPU instancing demo

Worked on this demo which demonstrates GPU instancing on Metal API.

Captures from my local project:



Apple WWDC 2016

Worked for Unity providing all content and the base scripting layout for Apple’s WWDC16 tessellation demo


Local screen capture

UE4 Beach scene

Demo scene built in UE4 using some of the content I have done for some customers during the past 6 months.

Water Drops aka Lens Wetness

I remember when I created this effect in UDK for ‘The Waterfall’. I also remember the problems I had back then. But thanks to Unity and its flexibility, I have had the chance to remake it correctly. I can now defocus the effect properly, it also deals with other transparent FX and DoF. I was pretty happy with the result and found it interesting, so I have released it at the asset store.

Documentation | Web player demo | Forum

Asset Store

Cloth Shader for Unity

Cloth shading is a topic I have revisited over time. In January 2015 I have decided to release it to the Unity community as a Shader Forge graph at the asset store. I would be happy to see it used in your games. As you may see in the screens and video, you will be able to emulate key lighting behaviours of a wide range of fabric surfaces, from rough fabric such as towel or carpet, to silk or velvet.


Unite 2014

In 2014 I made two demos for Unity Technologies, both shown at Unite 2014. First one was a car rendering project, for which I have developed a layered shader to model car paint features. It consists of a metallic base, lacquer layer and one more layer on top for dirtiness.

I made this environment and material switcher app to test the shader under many different lighting situations.

Then I was asked to polish my skin rendering system for ADN. This project was also supported by Unity. I spent one month working on it at home. Once it was ready to rock, I went to Paris to meet ADN guys and get the demo done. It was an unforgettable and pleasant experience.




After some years using Lee’s scan, I had the feeling that it was time to switch to another model. It wasn’t easy to find a good one so I decided to start zBrush and see what happened. I’d never tried to model a face before so it was a long process. And finally, Dave was born.

Unity – Car Rendering


Unity – Skin (Texture Space Diffusion)

Texture space diffusion for Unity.



Advanced Techniques for Realistic Real-Time Skin Rendering
Real-Time Approximations to Subsurface Scattering


UDK – Car Paint


Earth Rendering

Two nights of shading networks in UDK.

The Waterfall

Based on a concept by Jaime Martínez.

I decided to bring Martínez concept to life because of the potential I found on it: it was a good place to implement cool rendering features and a peaceful environment to work on.


Download video.

Project docs: