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path: root/VRCSDK3AvatarsLegacy/Assets/Avatars/Naro/Materials/OptimizedShaders/BodyLC/CGI_PoiSubsurfaceScattering.cginc
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#ifndef SUBSURFACE
    #define SUBSURFACE
    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