Using texture maps to control Subsurface Scattering Color with or without SS Profile?

I’m working with character assets that include standard texture maps (Diffuse, Normal, Roughness, Specular, AO, etc.) and also come with Subsurface Scattering (SSS) maps, which are color maps that show veins and other skin details.

I’ve been trying to use these SSS maps to drive the Subsurface Color, but I’m unable to make it work. The Subsurface Profile only allows for a single color input, so I’m stuck with basic reddish tones.

I do have a mask for Subsurface Opacity in the Master Material, and I tried connecting the SSS texture map to the Subsurface Color input, but it doesn’t seem to work.

Does anyone know how I can properly use these SSS textures to get the detailed skin color variation intended by the map?