Distributed are two types of sub-surface scattering (sss from this point forth) shaders. Though there are more than two phenomenon , there are only two 'types' of scattering with these shaders and phenomenon. The first of the two is the physically incorrect shaders called misss_ fast _ This shader makes use of a lightmap approach to try and approximate the sub surface scattering. LINK:
http://www.mymentalray.com/index.php?option=com_content&view=article&id=72%3Apassthrough-bump-map&catid=43%3Ashaders&Itemid=55&limitstart=1
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