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Re-implement subsurface scattering.
The size settings are more "just works", with default scale and depth scale values that don't need much tweaking. Additionally, a "skin" mode was added so skin looks better. EDIT: Cleaned up SSR filter shader a bit.
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@@ -266,6 +266,9 @@ public:
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virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_curve) = 0;
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virtual bool screen_space_roughness_limiter_is_active() const = 0;
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virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) = 0;
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virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) = 0;
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virtual bool free(RID p_rid) = 0;
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virtual void update() = 0;
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