Detailed description of the issue: SSS is supposed to receive light in order to work but when there is no light source at all, SSS still makes the surface shine as if it was emissive. What this means is that when the surface is in shadows it always looks brighter than it should. The reason this goes unnoticed is when you add a skylight then you already expect everything to be lit even in shadows but the brightness ratio between materials using SSS and all other materials still is off if you look closely. Looks worst in interiors where the environment is darker than outside.
Build Type: Binary
Build version: All versions
- Create a new level
- Create a 2 sided material that uses SSS and apply to a mesh (Multiply the SSS with a number higher than 1 so the problem will be seen more obvious)
- Remove all light sources from the level (results in total darkness)
- Watch the mesh that can still be seen due to SSS, while it shouldn’t.
Screenshots/Link to video: In this scene there is no light source, the cube and sphere basecolor are white but looking black due to no light hitting them. But the grass (or anything using SSS) still shines when no light hitting them. This is a big problem.
Now with a directional light added. The grass that are in the shadows are supposed to be fully black but aren’t.