This is an SSS shader based on nvidia's diffusion and color profiles as used on their human head project.
It contains both point-cloud and per-pixel variants of the shader.
Things to be aware of:
If you want to use area Lights you will need to set it's samples to 1 or 2 (the shader will add more)... so if your light has 2 samples and the shader is set to 16 the actual number of shadow samples taken will be 2*16=32... that means you may need duplicate light rigs for dealing with sss shaded stuff and regular stuff at the same time, via light masks. I dont know how or wether it's even possible to override shadow sampling from the shader.
The Shader will not appear in reflections!! I'll try and figure this out sometime.
There will probably be more updates in the future as I use this more and more.