Traditional subscattering
Shader "Custom/Translucent" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _BumpMap ("Normal (Normal)", 2D) = "bump" {} _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 //_Thickness = Thickness texture (invert normals, bake AO). //_Power = "Sharpness" of translucent glow. //_Distortion..