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HumanSkin Shader
HumanSkin Shader
The HumanSkin shader is used to render skin and its various physical properties including color, oiliness, pores, stubble, and wrinkles.
Shader Parameters
Detail bump scale
Controls the strength of the detail normal map.
This parameter requires that the Detail normal map shader generation parameter is enabled.
Default value: 0
Displacement bias
For information, see Tessellation and Displacement.
This parameter requires that the Displacement mapping shader generation parameter is enabled.
Default value: 0.5
Displacement height scale
For information, see Tessellation and Displacement.
This parameter requires that the Displacement mapping shader generation parameter is enabled.
Default value: 1
Indirect bounce color
Sets the amount of indirectly bounced color.
Default value: 136,136,136
Melanin
Controls the amount of pigmentation in the skin.
Default value: 0
SSS Index
Changes the index of subsurface scattering (SSS).
Default value: 1.2
Tessellation face cull
This parameter requires that the Displacement mapping shader generation parameter is enabled.
Default value: 0.75
Tessellation factor
This parameter requires that the Displacement mapping shader generation parameter is enabled.
Default value: 1
Tessellation factor max
This parameter requires that the Displacement mapping shader generation parameter is enabled.
Default value: 32
Tessellation factor min
This parameter requires that the Displacement mapping shader generation parameter is enabled.
Default value: 1
Translucency Multiplier
Controls strength of the SSS feature.
Default value: 0
Wrinkles blend
Controls strength of the wrinkle map.
This parameter requires that the Wrinkle blending shader generation parameter is enabled.
Default value: 1.0
Shader Generation Parameters
Decal map
Enables the use of a decal map, which is blended on top of the diffuse map.
Detail normal map
Enables the use of a tiled detailed map for pores and tiny details (_ddn).
Displacement mapping
Enables the use of displacement mapping, which requires a height map (_displ).
Phong tessellation
Enables the use of rough approximation of smooth surface subdivision.
PN triangles tessellation
Enables the use of rough approximation of smooth surface subdivision.
Subsurface Scattering Mask
Enables the use of diffuse map alpha as an SSS amount multiplier.
Wrinkle blending
Enables the use of subsurface map alpha for wrinkle blending.