/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #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 Anisotropy = 0.0, string method = "random_walk", normal Normal = N, output closure color BSSRDF = 0) { BSSRDF = Color * bssrdf(method, Normal, Scale * Radius, Color, "ior", IOR, "anisotropy", Anisotropy); }