I got distracted, but only for a second, working towards a better skin shader... real-time translucency approximation calculated in a singe pass during the lighting pass(s) :
yellow is light source behind Stanford Happy Buddha who is facing away from the camera.
It's not perfect, so eat me, but it's more than good enough, and is cheep.
current caveat is none closed meshes (e.g. a sphere mesh with a big hole) freak out.