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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@@ -35,6 +35,15 @@ Shader "Custom/FurShell"
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_RimPower("Rim / Backlight Power", Range(0.5, 8.0)) = 3.0
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_RimStrength("Rim / Backlight Strength", Range(0.0, 2.0)) = 0.4
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[Header(Fur Map)]
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// RGB = per-texel strand colour, A = fur length (0 = bald here, 1 = full length). White default
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// means "full-length fur everywhere" so the standalone prototype behaves as before with no map.
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_FurMap("Fur Map (RGB color, A length)", 2D) = "white" {}
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_FurThreshold("Fur Cutoff (alpha)", Range(0.0, 1.0)) = 0.0
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// Opaque base shell. On = solid root (full-coverage prototype); Off = the root also clips to the
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// map so the painted body shows between strands (avatar integration).
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[ToggleUI] _SolidRoot("Solid Root", Float) = 1
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[Header(Wind)]
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_WindStrength("Wind Strength", Range(0.0, 1.0)) = 0.1
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_WindSpeed("Wind Speed", Range(0.0, 10.0)) = 2.0
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@@ -91,6 +100,8 @@ Shader "Custom/FurShell"
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half _RootAO;
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half _RimPower;
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half _RimStrength;
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float _FurThreshold;
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float _SolidRoot;
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float _WindStrength;
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float _WindSpeed;
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float _WindFrequency;
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@@ -99,6 +110,8 @@ Shader "Custom/FurShell"
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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TEXTURE2D(_FurMap);
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SAMPLER(sampler_FurMap);
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struct Attributes
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{
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@@ -141,7 +154,12 @@ Shader "Custom/FurShell"
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// extrude along the normal; bend the tips down with h^2 for a gravity/curl droop
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float3 posOS = input.positionOS.xyz + input.normalOS * (_ShellLength * h);
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posOS += float3(0.0, -1.0, 0.0) * (_Curvature * _ShellLength * h * h);
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// gravity pulls toward WORLD down, so strands hang downward no matter how the mesh is
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// oriented - a rotated player mesh would otherwise droop along its own local down. Convert
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// world down into object space (the extrusion space) so the droop magnitude stays consistent
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// with _ShellLength under the object-to-world transform.
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float3 downOS = normalize(mul((float3x3)unity_WorldToObject, float3(0.0, -1.0, 0.0)));
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posOS += downOS * (_Curvature * _ShellLength * h * h);
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// wind sway: nudge each shell along the wind direction (object XZ) by a time-varying
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// amount. The phase is offset by object-space position so a gust rolls across the surface,
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@@ -171,6 +189,11 @@ Shader "Custom/FurShell"
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float3 N = normalize(input.normalWS);
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
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// fur map: RGB = strand colour, A = fur length. White default (no map) => full-length fur
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// everywhere, so the standalone prototype is unchanged.
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half4 furSample = SAMPLE_TEXTURE2D(_FurMap, sampler_FurMap, input.uv);
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float furLen = furSample.a;
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// --- strand mask: one strand per cell, random length, radially tapered toward the tip ---
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float2 g = input.uv * _Density;
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float2 cell = floor(g);
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@@ -230,14 +253,23 @@ Shader "Custom/FurShell"
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float taperedR = pow(saturate(1.0 - h), _Taper * 0.5);
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float radius = _Thickness * max(taperedR, _TipFill);
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// the root shell (h==0) stays fully solid so nothing shows through to the surface
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half alpha = 1.0h;
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if (h > 0.0)
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alpha = (dist < radius && h <= strandLen) ? 1.0h : 0.0h;
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// The fur map's alpha caps this strand's height: 0 => bald, so the whole shell stack
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// (root included) clips and the body shows through; 1 => the strand reaches its full
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// random length. _SolidRoot keeps the base shell opaque for the full-coverage prototype;
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// on the painted avatar it is turned OFF so the camo body stays visible between strands
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// instead of being sealed under a solid root (which would also Z-fight the body).
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float effectiveLen = strandLen * furLen;
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half alpha;
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if (furLen <= _FurThreshold)
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alpha = 0.0h;
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else if (h <= 0.0 && _SolidRoot > 0.5)
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alpha = 1.0h;
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else
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alpha = (dist < radius && h <= effectiveLen) ? 1.0h : 0.0h;
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clip(alpha - 0.5h);
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// --- shading (lightweight URP) ---
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half3 albedo = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv).rgb * _BaseColor.rgb;
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half3 albedo = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv).rgb * furSample.rgb * _BaseColor.rgb;
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albedo = lerp(albedo, _TipColor.rgb, h);
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half ao = lerp(1.0h - _RootAO, 1.0h, h); // roots darker (fake self-occlusion)
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albedo *= ao;
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