# Ray-Traced Subsurface Scattering Ray-Traced Subsurface Scattering is a ray tracing feature in the High Definition Render Pipeline (HDRP). It is an alternative, more accurate, ray-traced solution to [Subsurface-Scattering](Subsurface-Scattering.md) that can make use of off screen data. ![](Images/RayTracedSubsurfaceScattering.png) **Perry head rendered with ray traced subsurface scattering** ## Using ray traced subsurface scattering Ray traced subsurface scattering uses the [Volume](Volumes.md) framework, so to enable this feature and modify its properties, you need to add a Subsurface Scattering override to a [Volume](Volumes.md) in your Scene. To do this: 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, go to **Add Override > Ray Tracing** and click on **Subsurface Scattering**. 3. In the Inspector for the Subsurface Scattering Volume Override, enable Ray Tracing. For information on setting up ray tracing in HDRP, see [getting started with ray tracing](Ray-Tracing-Getting-Started.md). ## Properties | Property | Description | | -------------- | ------------------------------------------------------------ | | **Sample Count** | Defines the number of samples that are cast per pixel to evaluate the subsurface scattering lighting. |