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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.