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.
Parameters
Name | Type | Description |
---|---|---|
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. |