/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation * * SPDX-License-Identifier: Apache-2.0 */ #include "stdcycles.h" shader node_subsurface_scattering(color Color = 0.8, float Scale = 1.0, vector Radius = vector(0.1, 0.1, 0.1), float IOR = 1.4, float Roughness = 1.0, float Anisotropy = 0.0, string method = "random_walk", normal Normal = N, output closure color BSSRDF = 0) { color base_color = max(Color, color(0.0)); BSSRDF = base_color * bssrdf(method, Normal, Scale * Radius, base_color, "ior", IOR, "anisotropy", Anisotropy, "roughness", clamp(Roughness, 0.0, 1.0)); }