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Subsurface scattering is an indirect form of reflection where some of the light is transmitted into a semi-transparent material, scattered under the surface and bounced back out again.
There are various techniques of shading, including cross hatching, where perpendicular lines of varying closeness are drawn in a grid pattern to shade an area. The closer the lines are together, the darker the area appears. Likewise, the farther apart the lines are, the lighter the area appears. Powder shading is a sketching shading
Shading a fragment is done through a fragment shader (or pixel shaders in Direct3D). [2] In computer graphics, a fragment is not necessarily opaque, and could contain an alpha value specifying its degree of transparency. The alpha is typically normalized to the range of [0, 1], with 0 denotes totally transparent and 1 denotes totally opaque.
An example of two kinds of shadings: Flat shading on the left and Phong shading on the right. Phong shading is an improvement on Gouraud shading, and was one of the first computer shading models developed after the basic flat shader, greatly enhancing the appearance of curved surfaces in renders.
A shading language is a graphics programming language adapted to programming shader effects. Shading languages usually consist of special data types like "vector", " matrix ", "color" and " normal ".