>>297164231
SSS is relatively cheap to do, as is AO. You can pretty easily generate a thickness map by reversing the normals in blender and baking an AO texture, as described in https://www.alanzucconi.com/2017/08/30/fast-subsurface-scattering-2/

as for the shot in >>297162027 looks like they've got baked AO, as well as a directional light with cast shadows. Might've used blender or something else to render it, but it's not outside the realm of possibility to still be unity.