26 lines
1.6 KiB
Markdown
26 lines
1.6 KiB
Markdown
# UnityHairShader Version 9
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This version uses blue noise and alpha to mask dithering to produce significantly better rendering when layering lots of hair strips on top of each other.
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Be aware however, while this is temporally stable, it is not view angle stable -- it must be used with some kind of Temporal Anti Aliasing or Motion Blur.
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The results are much, much better though.
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# UnityHairShader Version 6
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A hair shader originally built for the sine.space virtual world, designed and built for Unity3D's PBR rendering system.
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Leverages the Anisotropic Rendering released by Matt Dean availible from https://github.com/Kink3d/AnisotropicStandardShader - and incorporates features from Alan Zucconi's implementation of EA's Frostbite Fast Translucency algorithm (GDC 2011).
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Quick Summary:
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* Anisotropic highlights
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* PBR-ish. Has option to tweak/remove unrealistic fresnel highlights.
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* Optional variant with Normal Map support
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* Double Sided (optional - delete the first pass if you dont need it)
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* Works with Shader Model 3.0 (Normal Map variant requires SM 4.5, but will fallback to SM 3.0 variant)
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Notes:
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* Is going to be kinda heavy. Performance seems OK here, but could probably do with optimisation.
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* We render the lower pass using alpha testing versus blending; this fixes a host of issues with ordering; it's a little smelly, but it works better over all.
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Shows up as 'Sine Wave/Modern/Adam's Hair Shader 1.0' (Plain variant) and 'Sine Wave/Modern/Adam's Hair Shader 1.1' (Normal variant)
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