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Geometry/Multi-Pass Shell-based Fur shader for Unity's URP (Universal Render Pipeline). Based on hecomi's UnityFurURP Repository.

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ShellFurURP

Shell-based Fur shader for Unity's URP (Universal Render Pipeline).

Now support GPUs without geometry shader support. (using Multi-Pass Fur)

Based on hecomi's UnityFurURP.

Containing five demo scenes:

  • High Fidelity
  • Performant
  • BakedLighting
  • Multi-Pass Fur
  • Physical Hair

Please change the Project Quality from "HighFidelity" to "Performant" if opening "Performant" scene.

Screenshots

(High Fidelity Scene)

HighFidelity1

HighFidelity2

(Performant Scene)

Performant1

Performant2

(BakedLighting Scene)

Using Enlighten Realtime GI because I did not create a proper lightmapUV (which Progressive Lightmapper requires) for "PlushyToy" mesh.

BakedLighting1

(Multi-Pass Fur Scene)

The same as High Fidelity/Performant scene.

Click here to know more about Multi-Pass Fur.

(Physical Hair Scene)

This scene uses the Physical Hair lighting model from HDRP.

PhysicalHair1

PhysicalHair2

all with SSAA X16 enabled. (current URP does not have effective AA method.)

Note: Anti-aliasing has improved a lot on URP 14/15. (MSAA Alpha-To-Coverage, TAA)

Documentation

You can find it here.

Requirements

  • URP 12.1 and above.
  • Geometry Shader Supported GPU. (For Geometry Shader Fur)
  • Common GPUs. (For Multi-Pass Fur)

License

MIT MIT License

This repository contains code and assets from other repositories.

A complete list of licenses can be found here.

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Geometry/Multi-Pass Shell-based Fur shader for Unity's URP (Universal Render Pipeline). Based on hecomi's UnityFurURP Repository.

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