FurShell: per-pixel z-order between fur objects (ZWrite On + coverage clip)
Transparent queue sorted fur draws per object, so overlapping fur renderers swapped in front of each other frame to frame. FurForward now writes depth; new Depth Sort Clip tunable discards low-coverage fragments before they write depth (avoids halo punch-through). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -65,6 +65,11 @@ namespace Chameleon.Components
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[SerializeField, Range(0.01f, 1f)] float _furSoftness = 0.5f;
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// Per-strand edge anti-aliasing (soft strand silhouette + tip instead of hard clipped discs).
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[SerializeField, Range(0f, 1f)] float _strandSoftness = 0.3f;
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// Fragments at/below this coverage are discarded so they don't write depth (the shader has
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// ZWrite ON to get a correct per-pixel z-order between overlapping fur objects - transparents
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// otherwise sort per object and pop). Higher = harder strand edges, less halo where two fur
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// objects overlap.
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[SerializeField, Range(0f, 1f)] float _depthSortClip = 0.3f;
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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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@@ -108,6 +113,7 @@ namespace Chameleon.Components
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static readonly int FurThresholdId = Shader.PropertyToID("_FurThreshold");
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static readonly int FurSoftnessId = Shader.PropertyToID("_FurSoftness");
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static readonly int StrandSoftnessId = Shader.PropertyToID("_StrandSoftness");
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static readonly int DepthSortClipId = Shader.PropertyToID("_DepthSortClip");
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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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@@ -246,6 +252,7 @@ namespace Chameleon.Components
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_mpb.SetFloat(FurThresholdId, _furThreshold);
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_mpb.SetFloat(FurSoftnessId, _furSoftness);
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_mpb.SetFloat(StrandSoftnessId, _strandSoftness);
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_mpb.SetFloat(DepthSortClipId, _depthSortClip);
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_mpb.SetFloat(SolidRootId, _solidRoot ? 1f : 0f);
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_mpb.SetFloat(WindStrengthId, _windStrength);
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@@ -306,6 +313,7 @@ namespace Chameleon.Components
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if (mat.HasProperty(FurThresholdId)) _furThreshold = mat.GetFloat(FurThresholdId);
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if (mat.HasProperty(FurSoftnessId)) _furSoftness = mat.GetFloat(FurSoftnessId);
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if (mat.HasProperty(StrandSoftnessId)) _strandSoftness = mat.GetFloat(StrandSoftnessId);
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if (mat.HasProperty(DepthSortClipId)) _depthSortClip = mat.GetFloat(DepthSortClipId);
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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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