Shaders

List of Shaders we will need for this game:
 * Skin Shader (Sub Surface Scattering)
 * What is subsurface scattering?
 * Important for realistic rendering of translucent materials. Responsible for effects like color bleeding inside materials. Not everything is completely opaque, so those that aren't have light pass through them. However, while the light is inside of those non-opaque objects, the light scatters and takes on the color of the insides of the object before emerging back out and blending with the surface's own colors and reflection.
 * To Do: More research on how to create a subsurface scattering shader, and how to make a cheaper and less taxing version for real time in Unity.
 * Challenges: Making a sub surface scattering shader in Unity.
 * References:
 * http://renderman.pixar.com/resources/current/RenderMan/subsurface.html
 * https://www.assetstore.unity3d.com/en/#!/content/3254
 * http://forum.unity3d.com/threads/translucency-and-subsurface-scattering.349811/
 * Translucent Shader
 * To Do: Research, find, make a Translucent Shader.
 * References:
 * https://en.wikibooks.org/wiki/Cg_Programming/Unity/Translucent_Bodies
 * This shader is simple and yields solid results. We can see the subsurface color as light passes through the models. Renders backfaces.
 * http://wiki.unity3d.com/index.php/Translucent_Shader
 * This shader is extremely simple but the results they yield are really bad. If we place a light inside of the model, we can see the subsurface color. Doesn't render the backfaces.
 * Takes in a texture map, a normal map, and a thickness map.

4 Nov 2015 Progress
Taking Davit Naskidashvili's shader as reference, I tried to mimic it. This is for educational purposes only, do not use for Commercial use.

9 Nov 2015 Progress
From left to right in order:
 * Subsurface shader with violet rim-light and a texture, no bump map and no translucency shader. Yellow translucent color. White diffuse color.
 * Notice how when it is behind the light, it is yellow instead of the normal colors of the texture map.
 * Subsurface shader with a yellow rim-light, no texture, a bump map, and no translucency map. Red translucent color. Blue diffuse color.
 * Notice how when iti s behind the light, it is red instead of blue.
 * Subsurface shader with no rim-light, no texture, a bump map, and a translucency map. Yellow translucent color. White diffuse color, with a cyan specular color.
 * Notice how behind the light, it suddenly has the texture from the translucency map, but otherwise does not have a texture.

18 Nov 2015 Progress
White Paper: http://the-war-inside.wikia.com/wiki/File:TWI_PRO_JP_TranslucentShaderWhitePaper.pdf