if (HasMaterialFeatureFlag(MATERIALFEATUREFLAGS_LIT_SSS))
{
float subsurfaceRadius = 0;
float thickness = 0;
float subsurfaceRadius = 0.0;
float thickness = 0.0;
int subsurfaceProfile = SSS_NEUTRAL_PROFILE_ID;
if (bsdfData.materialId == MATERIALID_LIT_SSS)
if (performPostScatterTexturing)
// Post-scatter texturing mode: the albedo is only applied during the SSS pass.
#if !defined(SHADERPASS) || (SHADERPASS != SHADERPASS_SUBSURFACE_SCATTERING)
#endif
}
else