We are testing a new sub-surface scattering shader to capture more of a soft vinyl toy look.
Below are some examples next to the previous toon-shaded style.
About Sub-surface scattering
In computer graphics, sub-surface scattering (SSS) refers to the phenomenon of light penetrating and scattering within a translucent material, such as human skin, wax, milk, or marble. When light interacts with these materials, it does not simply bounce off the surface like with opaque objects. Instead, it enters the material, scatters, and then exits from a different point. This scattering process gives the material a characteristic appearance and affects how light interacts with it.
Implementing sub-surface scattering can be computationally expensive, as it involves simulating the complex behaviour of light interacting within a material. Therefore, various approximation techniques and optimizations are often employed to strike a balance between visual fidelity and computational efficiency.
Above: A snapshot of the basic SSS shader prototyped in Shader Graph.