
subsurface scattering HDRP skin shader.HDRP skin shader, subsurface scattering, specular, multi-layered detail maps, skin tone, multi normal, subsurface deep etc.INSTALL skin shader STEP BY STEPSpecifications (Maps):BaseMap0 - (sRGB) primary color texture (primary face color style);BaseMap1 - (sRGB) cold-freeze like texture, adds color variations cold temperature-like;BaseMap1Top - (sRGB) light-dark skin layer A;BaseMap_Vars - (sRGB) light-dark skin layer B;AdditMap - (non sRGB): - red channel - subsurface deep; - green channel - remove NormalMapGoos normal, add detailmap1 normal (black is active), IncreaseDryNormalsPolos - power; - blue channel - minimize tiling detail maps ('DetailToSmall' float to adjust);AdditMap2 - (non sRGB): - red channel - remove 'MapGoosSpec' specular (black is active) (more specular); - green channel - tone of skin (see demo enum 'FaceTone'); - blue channel - n/a;NormalMapDefaultA - (normal) - normal map used for calm face;NormalMapMorph - (normal) - normal map used for emotions;NormalMapGoos - (normal) - detailed skin params 1 - goose bumps like;MapGoosSpec - (non sRGB): - red channel - specular for 'NormalMapGoos' map; - green channel - n/a; - blue channel - n/a;DetailMap0 - (normal) - detailed skin params 2 - skin pores A;DetailMap1 - (normal) - detailed skin params 3 - skin pores B;SmoothMap0 - (non sRGB): - red channel - global specular level; - green channel - ambient occlusion; - blue channel - specular mask A (switch lips speculars for example - see demo); - alpha channel - specular mask B (switch lips speculars for example - see demo).Specifications (Params):most of correspond from texture maps (above);IncreaseDryNormalsPupir - (float) - power for 'NormalMapGoos' map;IncreaseDryNormalsPolos - (float) - power for 'DetailMap0', 'DetailMap1'.HDRP.