Add fur-map support, skinned driver, and world-down curvature to fur shell
FurShell now reads an RGBA fur map (RGB = per-texel strand colour, A = fur length) so the standalone look can be driven per-texel. Alpha 0 clips the whole shell stack (root included) so a painted body shows through; _SolidRoot keeps the opaque base shell only for the full-coverage prototype. White map default keeps the standalone prototype unchanged. FurShellRenderer drops the MeshFilter requirement and resolves its mesh per frame: on a SkinnedMeshRenderer it borrows the SkinnedColliderBaker's per-frame baked pose so the fur follows the animation with no extra bake. Curvature/gravity now bends strands toward WORLD down (converted into object space via unity_WorldToObject) instead of object-local down, so a rotated player mesh droops downward correctly. Identity rotation is unchanged, so the test sphere is unaffected. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -5,8 +5,10 @@ namespace Chameleon.Components
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{
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// Drives the shell-texturing fur look for FurShell.shader. Draws the source mesh _shellCount times
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// via GPU instancing (Graphics.RenderMeshInstanced); every instance is one shell layer and reads its
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// index from SV_InstanceID in the shader to pick its extrusion height. STANDALONE prototype - not yet
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// connected to the paint pipeline. Put this next to a MeshFilter and assign the FurShell material.
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// index from SV_InstanceID in the shader to pick its extrusion height. Put this next to a MeshFilter
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// (static mesh) OR on an animated character's SkinnedMeshRenderer that already carries a
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// SkinnedColliderBaker - then the fur borrows that component's per-frame baked pose and follows the
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// animation. Assign the FurShell material either way.
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//
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// This component is the SINGLE source of truth for the fur look: every tunable shader parameter is a
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// serialized field here and gets pushed via a MaterialPropertyBlock. The material's own inspector
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@@ -18,7 +20,6 @@ namespace Chameleon.Components
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// LateUpdate does not tick per frame. RenderParams.camera pins each submission to the camera being
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// rendered, so multiple cameras never multiply the geometry.
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[ExecuteAlways]
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[RequireComponent(typeof(MeshFilter))]
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public sealed class FurShellRenderer : MonoBehaviour
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{
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[Header("Shells")]
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@@ -26,9 +27,9 @@ namespace Chameleon.Components
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[SerializeField, Range(1, 64)] int _shellCount = 32;
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[Header("Shape")]
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[SerializeField, Range(0f, 2f)] float _shellLength = 0.15f;
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[SerializeField, Range(0f, 10f)] float _shellLength = 0.15f;
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[SerializeField, Range(1f, 1000f)] float _density = 250f;
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[SerializeField, Range(0f, 1f)] float _thickness = 0.5f;
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[SerializeField, Range(0f, 4f)] float _thickness = 0.5f;
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[SerializeField, Range(0.1f, 8f)] float _taper = 2f;
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// Floor on the strand radius (fraction of thickness): stops the taper thinning strands to a point,
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// so neighbouring shell slices keep overlapping and the tips don't break into floating dots.
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@@ -50,6 +51,17 @@ namespace Chameleon.Components
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[SerializeField, Range(0.5f, 8f)] float _rimPower = 3f;
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[SerializeField, Range(0f, 2f)] float _rimStrength = 0.4f;
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[Header("Fur Map")]
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// RGBA fur map: RGB = per-texel strand colour, A = fur length (0 = bald, 1 = full length). Leave
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// null on the standalone prototype - the shader's white default is uniform full-length fur.
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[SerializeField] Texture _furMap;
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// Fur is fully cut where the map's alpha is at/below this - keeps stray dilation fuzz from growing
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// hair. 0 keeps the exact "alpha 0 = no fur" contract.
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[SerializeField, Range(0f, 1f)] float _furThreshold = 0f;
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// Opaque base shell. On for the standalone prototype (full coverage); turn OFF on the painted
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// avatar so the camo body shows between strands instead of being sealed under a solid root.
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[SerializeField] bool _solidRoot = true;
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[Header("Wind")]
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[SerializeField, Range(0f, 1f)] float _windStrength = 0.1f;
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[SerializeField, Range(0f, 10f)] float _windSpeed = 2f;
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@@ -79,19 +91,25 @@ namespace Chameleon.Components
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static readonly int RootAOId = Shader.PropertyToID("_RootAO");
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static readonly int RimPowerId = Shader.PropertyToID("_RimPower");
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static readonly int RimStrengthId = Shader.PropertyToID("_RimStrength");
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static readonly int FurMapId = Shader.PropertyToID("_FurMap");
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static readonly int FurThresholdId = Shader.PropertyToID("_FurThreshold");
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static readonly int SolidRootId = Shader.PropertyToID("_SolidRoot");
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static readonly int WindStrengthId = Shader.PropertyToID("_WindStrength");
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static readonly int WindSpeedId = Shader.PropertyToID("_WindSpeed");
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static readonly int WindFrequencyId = Shader.PropertyToID("_WindFrequency");
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static readonly int WindDirectionId = Shader.PropertyToID("_WindDirection");
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Mesh _mesh;
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MeshFilter _meshFilter;
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SkinnedColliderBaker _baker;
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Matrix4x4[] _instances;
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MaterialPropertyBlock _mpb;
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void OnEnable()
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{
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var mf = GetComponent<MeshFilter>();
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_mesh = mf ? mf.sharedMesh : null;
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_meshFilter = GetComponent<MeshFilter>();
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// On a skinned avatar the fur borrows this component's per-frame baked pose instead of a
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// static MeshFilter mesh (see ResolveMesh).
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_baker = GetComponent<SkinnedColliderBaker>();
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_mpb = new MaterialPropertyBlock();
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// RenderMeshInstanced requires the material's GPU-instancing flag; guarantee it here so any
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// assigned FurShell material just works without the manual inspector checkbox.
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@@ -128,9 +146,21 @@ namespace Chameleon.Components
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if (mr) mr.enabled = enabled;
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}
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// Skinned avatar: borrow the per-frame baked pose (local space, unit scale) that
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// SkinnedColliderBaker already maintains for the collider - RenderMeshInstanced re-reads the mesh
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// each draw, so the fur follows the animation with no extra bake. Static mesh: the MeshFilter's
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// shared mesh. Resolved per frame because the skinned mesh is re-baked in place (same instance,
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// fresh vertices), and the baker may not have run its first bake when OnEnable fires.
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Mesh ResolveMesh()
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{
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if (_baker) return _baker.BakedMesh;
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return _meshFilter ? _meshFilter.sharedMesh : null;
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}
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void OnBeginCamera(ScriptableRenderContext ctx, Camera cam)
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{
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if (!_furMaterial || !_mesh) return;
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Mesh mesh = ResolveMesh();
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if (!_furMaterial || !mesh) return;
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// Guarantee the instancing flag at the draw site: a shader/material reimport can reset it back
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// to the on-disk state after OnEnable ran, and RenderMeshInstanced throws without it.
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@@ -155,8 +185,8 @@ namespace Chameleon.Components
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receiveShadows = _receiveShadows,
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};
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for (int sub = 0; sub < _mesh.subMeshCount; sub++)
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Graphics.RenderMeshInstanced(rp, _mesh, sub, _instances, count);
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for (int sub = 0; sub < mesh.subMeshCount; sub++)
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Graphics.RenderMeshInstanced(rp, mesh, sub, _instances, count);
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}
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void PushProperties(int shellCount)
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@@ -176,11 +206,14 @@ namespace Chameleon.Components
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_mpb.SetFloat(SilhouetteStretchId, _silhouetteStretch);
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if (_baseMap) _mpb.SetTexture(BaseMapId, _baseMap);
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if (_furMap) _mpb.SetTexture(FurMapId, _furMap);
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_mpb.SetColor(BaseColorId, ToRenderColor(_rootColor));
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_mpb.SetColor(TipColorId, ToRenderColor(_tipColor));
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_mpb.SetFloat(RootAOId, _rootAO);
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_mpb.SetFloat(RimPowerId, _rimPower);
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_mpb.SetFloat(RimStrengthId, _rimStrength);
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_mpb.SetFloat(FurThresholdId, _furThreshold);
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_mpb.SetFloat(SolidRootId, _solidRoot ? 1f : 0f);
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_mpb.SetFloat(WindStrengthId, _windStrength);
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_mpb.SetFloat(WindSpeedId, _windSpeed);
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@@ -217,6 +250,8 @@ namespace Chameleon.Components
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if (mat.HasProperty(RootAOId)) _rootAO = mat.GetFloat(RootAOId);
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if (mat.HasProperty(RimPowerId)) _rimPower = mat.GetFloat(RimPowerId);
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if (mat.HasProperty(RimStrengthId)) _rimStrength = mat.GetFloat(RimStrengthId);
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if (mat.HasProperty(FurThresholdId)) _furThreshold = mat.GetFloat(FurThresholdId);
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if (mat.HasProperty(SolidRootId)) _solidRoot = mat.GetFloat(SolidRootId) > 0.5f;
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if (mat.HasProperty(WindStrengthId)) _windStrength = mat.GetFloat(WindStrengthId);
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if (mat.HasProperty(WindSpeedId)) _windSpeed = mat.GetFloat(WindSpeedId);
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if (mat.HasProperty(WindFrequencyId)) _windFrequency = mat.GetFloat(WindFrequencyId);
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