Subsurface Scattering Shader experiment

A little experiment for the preparation of a job. I have adapted the official three.js subsurface scattering shader to another glb file and changed the thickness texture to a uniformly colored one (I’ve tested a hand-drawn one before, which was brighter at the corners, b7t probably because of the UV mapping, I’ve had visible seam lines at the corners and some flat areas, so I switched that to a light grey one). C&C welcome.