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Lumberyard
User Guide (Version 1.13)

HumanSkin Shader

The HumanSkin shader is used to render skin and it's various physical properties including color, oiliness, pores, stubble, and wrinkles.

Shader Parameters

Detail bump scale

Controls the strength of the detail normal map.

This parameter requires that the Detail normal map shader generation parameter is enabled.

Default value: 0

Displacement bias

For information, see Tessellation and Displacement.

This parameter requires that the Displacement mapping shader generation parameter is enabled.

Default value: 0.5

Displacement height scale

For information, see Tessellation and Displacement.

This parameter requires that the Displacement mapping shader generation parameter is enabled.

Default value: 1

Indirect bounce color

Sets the amount of indirectly bounced color.

Default value: 136,136,136

Melanin

Controls the amount of pigmentation in the skin.

Default value: 0

SSS Index

Changes the index of subsurface scattering (SSS).

Default value: 1.2

Tessellation face cull

This parameter requires that the Displacement mapping shader generation parameter is enabled.

Default value: 0.75

Tessellation factor

This parameter requires that the Displacement mapping shader generation parameter is enabled.

Default value: 1

Tessellation factor max

This parameter requires that the Displacement mapping shader generation parameter is enabled.

Default value: 32

Tessellation factor min

This parameter requires that the Displacement mapping shader generation parameter is enabled.

Default value: 1

Translucency Multiplier

Controls strength of the SSS feature.

Default value: 0

Wrinkles blend

Controls strength of the wrinkle map.

This parameter requires that the Wrinkle blending shader generation parameter is enabled.

Default value: 1.0

Shader Generation Parameters

Decal map

Enables the use of a decal map, which is blended on top of the diffuse map.

Detail normal map

Enables the use of a tiled detailed map for pores and tiny details (_ddn).

Displacement mapping

Enables the use of displacement mapping, which requires a height map (_displ).

Phong tessellation

Enables the use of rough approximation of smooth surface subdivision.

PN triangles tessellation

Enables the use of rough approximation of smooth surface subdivision.

Subsurface Scattering Mask

Enables the use of diffuse map alpha as an SSS amount multiplier.

Wrinkle blending

Enables the use of subsurface map alpha for wrinkle blending.