#ifndef SUBSURFACE
    #define SUBSURFACE
    float _SSSThicknessMod;
    float _SSSSCale;
    float _SSSPower;
    float _SSSDistortion;
    float4 _SSSColor;
    float _EnableSSS;
    POI_TEXTURE_NOSAMPLER(_SSSThicknessMap);
    float3 calculateSubsurfaceScattering()
    {
        float SSS = 1 - POI2D_SAMPLER_PAN(_SSSThicknessMap, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0));
        half3 vLTLight = poiLight.direction + poiMesh.normals[0] * float(1);
        half flTDot = pow(saturate(dot(poiCam.viewDir, -vLTLight)), float(5)) * float(0.25);
        #ifdef FORWARD_BASE_PASS
            half3 fLT = (flTDot) * saturate(SSS + - 1 * float(0));
        #else
            half3 fLT = poiLight.attenuation * (flTDot) * saturate(SSS + - 1 * float(0));
        #endif
        return fLT * poiLight.color * float4(1,0,0,1);
    }
#endif
