Subsurface Scattering
Subsurface Scattering is a lighting effect that simulates how light can penetrate a translucent surface and exit at a potentially different point. This allows you to have the effect where thin parts of flesh get tinted red when a light (such as a flashlight) is behind them.
Brief demonstration of basic Subsurface Scattering effect using a relatively bright Realtime Light Source.Subsurface Color
Type
: Color
The main color that will be used for the Subsurface Scattering effect.
Color & Thickness
Type
: Color Texture (sRGB = On
)
Texture to use for the Subsurface Color and Thickness Map.
Packed Maps Slots
RGB Color
Type
: Color Texture (sRGB = On
)
The RGB Color defines where on the UV to use color to use for Subsurface Scattering. If empty, Subsurface Color will be used instead.
A Thickness
Type
: Color Texture (sRGB = On
)
The A Thickness defines where the effect should come out and scatter on surfaces.
Thickness Mod
Type
: Float, Range:-1.0 - 1.0
Amount to add or subtract to the Thickness modifier of the scattering.
Light Strength
Type
: Float, Range:0.0 - 1.0
Strength of the scattered light on the surface. Higher values will yield brighter intensity.
Light Spread
Type
: Float, Range:1.0 - 100.0
How much to spread the light on the surface.
Light Distortion
Type
: Float, Range:0.0 - 1.0
How much to distort the lighting on the surface.
Base Color Mix
Type
: Float, Range:0.0 - 1.0
How much to blend the Subsurface Scattering with the Base Color (Main Texture) of your Material.