Full fragment-sorted-transparency implementation using compute buffers and shaders to mitigate the typical drawbacks of mesh-sorted transparency, such as object pop-in and lack of mesh penetration.
Use
TODO
TODO
Basic Features
Test against the light(s) for sub surface scattering
Separate shader logic into cginc files
Test against depth when first drawing to optimize
Minimize memory usage
Figure out what to do at volume overlap
Extras
Cast colored "shadows" from transparent objects
Add lower resolution support
Anti aliasing
Save material-level qualities in a different buffer (fill color, index of refraction / diffusion)