Skin dual Lobe and diffuse power

The following is intended for informational purposes only, and may not be incorporated into any contract. No purchasing decisions should be made based on the following materials. Unity is not committing to deliver any functionality, features or code. The development, timing and release of all products, functionality and features are at the sole discretion of Unity, and are subject to change.
If you have accepted to use functional cookies and logged in using your Unity ID at the top right of the page, then sharing feedback is as simple as clicking a card below, selecting a topic’s importance, adding your point of view, and submitting. If you prefer not to accept functional cookies or log in, you will be prompted to enter an email address and validate it, so we know how to reach out when the topic evolves. For more information read the Feedback and privacy terms.
Improved high fidelity skin rendering adding dual lobe and diffuse power on Diffusion Profiles for materials using Subsurface Scattering.
When simulating skin, it is common to use two specular lobes to account for the thin oily layer covering the epidermis. The diffuse power is used as a way to simulate diffuse lighting on non lambertian surfaces, such as those that exhibit strong subsurface scattering.