I've tried to make a slimeish shader that looks as close as possible to the reference bellow.
But one thing that i keep struggling with is getting the effect right where its more see trough in the thinner smoother bits and darker in the more detail denser/thicker bits.
Ive tried several slime and plastic shaders: I've come close, but this thickness effect is something im not able to reproduce.
I'm not going to share any attempts as there are many and they are convoluted setups. Ive tried volume absorptions, transmission, translucency mixed with glossy and many other things but.
I'm wondering how to make it from scratch.