Pibuz, it's a Phong material, no sss. That's why I call it fast marble, beside optimizations. Also the shader is defined in 2d, it is the interference of 3 continuous veins wich bring the illusion of depth up.
Etienne, every material from you we don't see to happen is a loss to us ! I would be honored if you were to take this material as definitive, as much as I would regret it. I don't mean to close the topic on marbles; specially about the many colour and cristals one stone can bear; this ramp is boring. In all cases you are welcome to review and enhance my work.
Thanks Yves, finally something I'm good at

At this point I'm missing a separator (with label ?) for the params layout to clarify a bit.
Pixie, I'm noting your +1 on the ticket #483:
Virtual plane rendering for materials parameters
Mainly, for ISL development (parameter preview). Just as what standalone texture generators does, this would map the (unit or custom) UV range over the display picture. [...] Suggested UI layout is into a new tab.
Now with orthographic cameras it will be easy to build such a test scene. So did I for the first images in this topic (with perspective of course).