// We need to make sure it's not less than the baked thickness to minimize light leaking.
float thicknessDelta = max(0, thicknessInMillimeters - bsdfData.thickness);
float3 S = _ShapeParams[bsdfData.diffusionProfile];
float3 S = _ShapeParams[bsdfData.diffusionProfile].rgb;
// Approximate the decrease of transmittance by e^(-1/3 * dt * S).
#if 0