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Multi-PassFur.md

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Multi-Pass Fur

Multi-Pass Fur does not use geometry shader, so it can run on GPUs without Geometry Shader support. (Metal API, Apple Silicon, ...)

Although most Android devices support geometry shader, Multi-Pass Fur usually runs much faster than Geometry Shader Fur on these platforms.

How To Use

  1. Add all Multi-Pass Fur Renderer Features to your current URP asset.

    AddMulti-PassFur

  2. Select the material, choose the shader named "Universal Render Pipeline / Fur / Multi-Pass Shell / Lit".

  3. Adjusting material properties just like the geometry-shader-based fur.

    Note: You should now set "Shell Amount" in Fur Renderer Features. Remember to keep it the same in all Fur Renderer Features.

Known Issues

  1. Currently Multi-Pass Fur does not provide correct information to URP Decals. (Fixed)
  2. Currently Multi-Pass Fur does not render to GBuffer, it will act like forward object in Deferred path. (In progress)
  3. Currently Multi-Pass Fur does not render fur shadow, so mesh shadow only. (In progress)
  4. Does not provide clear information to Profiler/Frame Debugger.
  5. ... (Undiscovered)