Controls the SubSurface Scattering (SSS) effect using a Skin Scattering LUT.
It uses a transmission coloring effect using depth-based absorption weights for each color channel (eg. less absorption for red, most for blue). Also has an ambient occlusion color bleed effect which uses per-channel weights to control how much it scatters for each (eg. most for red, least for blue). Finally it has a mask thresholding value which picks a value below which the transmission map acts as a blend mask back to our standard lighting model.
|LUT||Data Map||Scattering LookUp Texture.|
|Weight||Float [0-1]||Weight of the scattering effect.|
|Mask Cutoff||Float [0-1]||Threshold value above which transmission map is used to mask skin scattering. Values below act as a blend mask back to standard shading model.|
|Bias||Float [0-1]||Increases scattering effect.|
|Scale||Float [0-1]||Decreases scattering effect.|
|Bump Blur||Float [0-1]||Amount that the normals are blurred for ambient and direct diffuse lighting.|
|Absorption||Vector3||Color channel weights for depth based color transmission absorption.|
|AO Color Bleed||Vector3||Per-channel weights that control how much Ambient Occlusion scatters color.|