@Donchuanltd Hi, thanks for your feedback and suggestions. For the color control i use a “color picker” So you can choose the exact tone you are looking for. Not all people knows how the RGB curves works. You can change the tones using the technique you are saying with curves, but doing this you are affecting the entire color map over all the model.
With my shader you are basically using a 3 layers system, if you are familiar with Arnold, it used a similar layered system for the skin. Where you can have different tones and different SSS radius scales for each layer. You dont have this by default in Blender with the SSS nodes. You can only have one SSS color for all the model and one SSS radius for the whole model. And you also have the control on how to mix these layer together using a thickness workflow.
As you can see in the features you also have the option to preview how the scattering is going to work in different zones. This shader is for users who needs more control over the default SSS features. This extra control will give you that extra boost to get more realistic and better results. My shader is a little bit more efiicient because you dont have to be guessing the parammeters for the SSS radius, i already set that for you, you only have to play with the radius scale depending of your models scale, nothing more, and ofcourse play with the other settings like layers color to get the effect you are looking for. I also give you a pdf with my workflow and tips to get more realistic skin results. You will also get the upcomming updates for free, like EEVEE support, skin alphas, procedural skin textures and more.
Like any other custom shader out there, they are intended to make the artists workflow more easy, just append the shader, play with the settings and there you go.
(Sorry for my English, not my native language, i tried my best).