void PseudoSubsurface_half (half3 WorldPosition, half3 WorldNormal, half SSRadius, half ShadowResponse, out half3 ssAmount) { #ifdef SHADERGRAPH_PREVIEW half3 color = half3(0,0,0); half atten = 1; half3 dir = half3 (0.707, 0, 0.707); #else #if defined(UNIVERSAL_PIPELINE_CORE_INCLUDED) half4 shadowCoord = TransformWorldToShadowCoord(WorldPosition); Light mainLight = GetMainLight(shadowCoord); half3 color = mainLight.color; half atten = mainLight.shadowAttenuation; half3 dir = mainLight.direction; #else half3 color = half3(0, 0, 0); half atten = 1; half3 dir = half3 (0.707, 0, 0.707); #endif #endif half NdotL = dot(WorldNormal, -1 * dir); half alpha = SSRadius; half theta_m = acos(-alpha); // boundary of the lighting function half theta = max(0, NdotL + alpha) - alpha; half normalizer = (2 + alpha) / (2 * (1 + alpha)); half wrapped = (pow(abs((theta + alpha) / (1 + alpha)), 1 + alpha)) * normalizer; half shadow = lerp (1, atten, ShadowResponse); ssAmount = abs(color * shadow * wrapped); }