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Occludes the subsurface scattering. Someone asked about this on Discord. I did it a little while ago so I thought I would put it here rather than let it sit.
Before
After
I don't think it looks correct for objects above water. Not sure whether to exclude them or if refraction needs to be applied.
It uses the depth buffer. The other option could be using the Unity shadow map to occlude. But I think that will be more work across pipelines.
Happy to hear your thoughts.
Testing
Other than the keyword, it has two properties:
Sun Occlusion Distance Strength
Applied to the linear depth to make it more usable.
Sun Occlusion Fall-Off
The same as the SSS fall-off but for occlusion.