Thanks guys !
When this shader will be finished I will released it yes.
So a little update on this :
Without Color Ramp :
With Color Ramp :
With Color Ramp and Shadows :
Ambient lighting only :
I've added ambient term using cubemap ( same technique as valve ).
Added ambient scattering ( experimental ).
Added AO. ( not sure about that maybe the ao should match the hue of the diffuse )
Diffuse lighting use blended normal map[1]. I'm lerping between mesh normal and high frequency normal map and I'm also using a color ramp[1] for my half lambert term.
The ramp is multiply with diffuse lighting.
I'm using a sort of inverted AO as a scatter map.
Backface scattering is an inverted lambert with a power of 3. It's not lerp ( like udk does ) I add the Backface scattering on top of everything[2].
Sources :
[1] Gpu Pro 2 : Pre-Integrated Skin Shading by Eric Penner and George Borshukov.
[2] Gpu Pro 2 : Real-Time Approximation of Light Transport in Translucent Homogenous Media by Colin Barré-Brisebois and Marc Bouchard.
[3] Gpu Gem 3 : Advanced Techniques for Realistic Real-Time Skin Rendering by Eugene d'Eon and David Luebke