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#ifndef SUBSURFACE
#define SUBSURFACE
/*
float _SSSThickness;
half4 _SSSColor;
float _SSSPointLightDirectionality;
float _SSSNormalOffset;
float _SSSStrength;
float _SSSExponent;
float _SSSNDotL;
float _SSSConstant;
#if defined(PROP_SSSTHICKNESSMAP) || !defined(OPTIMIZER_ENABLED)
POI_TEXTURE_NOSAMPLER(_SSSThicknessMap);
#endif
half3 calculateSubsurfaceScattering(const float4 albedo)
{
#if defined(PROP_SSSTHICKNESSMAP) || !defined(OPTIMIZER_ENABLED)
float thicknessMap = 1 - POI2D_SAMPLER_PAN(_SSSThicknessMap, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0));
#else
float thicknessMap = 1;
#endif
half4 translucencyColor = float4(1,0,0,1);
float3 lightDir = poiLight.direction;
#ifdef FORWARD_BASE_PASS
half tLitDot = saturate(dot((poiLight.direction + poiMesh.normals[1] * _SSSNormalOffset), -poiCam.viewDir));
#else
float3 lightDirectional = normalize(_WorldSpaceLightPos0.xyz - poiCam.worldPos);
lightDir = normalize(lerp(poiLight.direction, lightDirectional, _SSSPointLightDirectionality));
half tLitDot = saturate(dot((poiLight.direction + poiMesh.normals[1] * _SSSNormalOffset), -poiCam.viewDir));
#endif
tLitDot = exp2(-_SSSExponent * (1 - tLitDot)) * _SSSStrength;
float NDotL = abs(dot(poiLight.direction, poiMesh.normals[1]));
tLitDot *= lerp(1, NDotL, _SSSNDotL);
half translucencyOcclusion = lerp(1, thicknessMap, _SSSThickness);
half translucencyAtten = (tLitDot + _SSSConstant * (NDotL + 0.1)) * translucencyOcclusion;
return translucencyAtten * albedo.rgb * translucencyColor.rgb * poiLight.lightMap * poiLight.color;
}
*/
float _SSSThicknessMod;
float _SSSSCale;
float _SSSPower;
float _SSSDistortion;
float4 _SSSColor;
float _EnableSSS;
#if defined(PROP_SSSTHICKNESSMAP) || !defined(OPTIMIZER_ENABLED)
POI_TEXTURE_NOSAMPLER(_SSSThicknessMap);
#endif
float3 calculateSubsurfaceScattering()
{
#if defined(PROP_SSSTHICKNESSMAP) || !defined(OPTIMIZER_ENABLED)
float SSS = 1 - POI2D_SAMPLER_PAN(_SSSThicknessMap, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0));
#else
float SSS = 1;
#endif
half3 vLTLight = poiLight.direction + poiMesh.normals[0] * float(1);
half flTDot = pow(saturate(dot(poiCam.viewDir, -vLTLight)), float(5)) * float(0.25);
#ifdef FORWARD_BASE_PASS
half3 fLT = (flTDot) * saturate(SSS + - 1 * float(0));
#else
half3 fLT = poiLight.attenuation * (flTDot) * saturate(SSS + - 1 * float(0));
#endif
return fLT * poiLight.color * float4(1,0,0,1) * poiLight.attenuation;
}
#endif
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