Decided to have a go at implementing Colin Barre-BriseBois' Approximated Translucency for SSS in a Unity surface shader. I've added a few more tweakables like explicit SSS color, as well as full-color thickness maps for shits and giggles.


Generating the thickness maps with Blender's approximated AO bakes pretty much worked out of the box (after that it's just a matter of tweaking in PS). :D

Here's a shot with somewhat exaggerated settings. The light on the right side is sitting inside the taller box thing.

(and the paper for those interested: http://publications.dice.se/attachments/Colin_BarreBrisebois_Programming_ApproximatingTranslucency.pdf )
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