FurShell: scale-aware length/curvature + X-ray glow mirror

The fur is drawn from a CPU-baked unit-scale mesh whose instance matrix
carries the avatar's world scale, so the extrusion scaled fully 1:1 with
the player (hider 0.5 / hunter 1.5). That read as too-short fur on the
small hider and too-long on the big hunter, and the curvature droop was
sized off the raw unity_ObjectToWorld which doesn't carry the per-instance
scale in the RenderMeshInstanced path.

- FurShellRenderer pushes the avatar's lossyScale (_FurObjScale) plus a new
  Fur Scale Influence (0..1, default 0.5) that blends the fur SIZE between
  fully proportional (1) and a constant world length (0). The shader
  pre-divides the object-space displacement so the net world length follows
  effScale; curl droop and wind use the same effScale, keeping the curl
  SHAPE invariant across avatar sizes and influence settings.
- The body's see-through X-ray reveal (forward half) is mirrored onto the
  visible fur so strands glow WITH the reveal instead of hiding it under
  opaque fur. FurShellRenderer pulls the live colour/pulse/flash from the
  sibling MeshPainter (new getters), in phase with the body. A new X-Ray
  Fur Strength (default 0.2) tames the per-shell accumulation, since the
  body writes the glow once (opaque) but the fur stacks N transparent
  shells that each composite it.

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
adminandClaude committed 2026-07-06 16:33:21 +02:00
1 parent d9e4aec927
commit 9dc8f21528
3 files changed
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@@ -59,6 +59,28 @@ Shader "Custom/FurShell"
_WindSpeed("Wind Speed", Range(0.0, 10.0)) = 2.0
_WindFrequency("Wind Spatial Frequency", Range(0.0, 10.0)) = 1.0
_WindDirection("Wind Direction (object XZ)", Vector) = (1, 0, 0, 0)
// Avatar world scale, pushed by FurShellRenderer (transform.lossyScale). Drives the curvature droop
// so the curl stays proportional at any player size; 1 = authored size (see the vertex shader).
[HideInInspector] _FurObjScale("Object Scale (driven by FurShellRenderer)", Float) = 1
// How strongly the avatar scale drives the fur SIZE: 1 = fully proportional (fur shrinks/grows with the
// avatar), 0 = constant world size (same absolute fur length at any avatar scale). Proportional fur
// reads as too short on the small hider and too long on the big hunter, so this blends between them.
[HideInInspector] _FurScaleInfluence("Scale Influence (driven by FurShellRenderer)", Range(0, 1)) = 0.5
[Header(XRay Reveal)]
// See-through reveal glow mirrored from the sibling MeshPainter's body X-ray so the fur strands glow
// WITH the reveal instead of hiding it under opaque fur. rgb = HDR glow colour, a = fade master.
// Default (0,0,0,0) => additive term is zero, so the fur looks unchanged until a reveal fades in.
[HDR] _XRayColor("X-Ray Overlay Color", Color) = (0, 0, 0, 0)
// Breathing pulse kept identical to the body halves (PlayerCamo.hlsl / XRayOverlay) so they stay in phase.
_XRayPulseSpeed("X-Ray Pulse Speed", Float) = 3
_XRayPulseStrength("X-Ray Pulse Strength", Range(0, 1)) = 0.5
_XRayPulseShape("X-Ray Pulse Shape", Range(1, 8)) = 3
// The fur draws _ShellCount stacked TRANSPARENT shells; the additive glow below would composite once
// PER overlapping layer and blow out (the body writes it once, opaque). This scales the per-shell glow
// down so the stacked total reads at roughly the body's intensity. Tune to match the body glow.
_XRayFurStrength("X-Ray Fur Strength (tames shell stacking)", Range(0, 1)) = 0.2
}
SubShader
@@ -127,6 +149,13 @@ Shader "Custom/FurShell"
float _WindSpeed;
float _WindFrequency;
float4 _WindDirection;
float _FurObjScale;
float _FurScaleInfluence;
half4 _XRayColor;
half _XRayPulseSpeed;
half _XRayPulseStrength;
half _XRayPulseShape;
half _XRayFurStrength;
CBUFFER_END
TEXTURE2D(_BaseMap);
@@ -173,13 +202,24 @@ Shader "Custom/FurShell"
float count = max(_ShellCount, 1.0);
float h = (count <= 1.0) ? 0.0 : (float)shellIndex / (count - 1.0);
// Effective fur-size scale. The instance matrix already multiplies the object-space fur
// displacement by the avatar's world scale (_FurObjScale), so at full influence the fur is
// fully proportional (small avatar => small fur, like the body). _FurScaleInfluence blends
// that toward a CONSTANT world size (influence 0 => same absolute fur length at any avatar
// size), because fully proportional fur reads as too short on the small hider and too long on
// the big hunter. dispComp pre-divides the object-space offset so that after the matrix's
// *_FurObjScale the NET world displacement equals effScale, not _FurObjScale.
float objScale = max(_FurObjScale, 1e-4);
float effScale = lerp(1.0, objScale, _FurScaleInfluence);
float dispComp = effScale / objScale;
// extrude along the normal; bend the tips down with h^2 for a gravity/curl droop.
// The (h + 0.02) lifts the whole stack a hair off the surface: the root (h=0) would else
// sit exactly on the opaque body and z-fight it - the fur draws a CPU-baked mesh while the
// body uses GPU skinning, so their depths are not bit-identical, and now that fur is
// transparent (ZWrite Off) it can't rely on a depth write to win the tie. 0.02 of the shell
// length is invisible but separates the root cleanly.
float3 posOS = input.positionOS.xyz + input.normalOS * (_ShellLength * (h + 0.02));
float3 posOS = input.positionOS.xyz + input.normalOS * (_ShellLength * (h + 0.02) * dispComp);
// wind sway: nudge each shell along the wind direction (object XZ) by a time-varying
// amount. The phase is offset by object-space position so a gust rolls across the surface,
@@ -189,17 +229,20 @@ Shader "Custom/FurShell"
float wlen = length(wdir);
wdir = (wlen > 1e-4) ? (wdir / wlen) : float2(1.0, 0.0);
float phase = _Time.y * _WindSpeed + (input.positionOS.x + input.positionOS.z) * _WindFrequency;
posOS.xz += wdir * (_WindStrength * _ShellLength * h * h * sin(phase));
posOS.xz += wdir * (_WindStrength * _ShellLength * h * h * sin(phase) * dispComp);
// Gravity/curl bends toward WORLD down. Applied AFTER moving to world space and using ONLY
// unity_ObjectToWorld (positions/normals already prove that matrix correct). The previous
// object-space approach relied on unity_WorldToObject, which is NOT reliably populated in the
// RenderMeshInstanced path - when it falls back to identity the droop follows the mesh's own
// local down, so on the rotated player the fur hung sideways instead of toward true down.
// objScale keeps the droop magnitude consistent with the normal extrusion (object units).
float3 positionWS = TransformObjectToWorld(posOS);
float objScale = length(mul((float3x3)unity_ObjectToWorld, float3(0.0, 1.0, 0.0)));
positionWS.y -= _Curvature * _ShellLength * h * h * objScale;
// Curl droop in world down. It uses the SAME effScale as the extrusion above (not the raw
// _FurObjScale), so the curl keeps its SHAPE relative to the fur length at any avatar size and
// at any influence setting - dialing the length toward constant carries the droop with it
// instead of leaving it too strong on the shrunk hider / too weak on the grown hunter. Applied
// after moving to world space, so the droop follows true world down regardless of player rotation.
positionWS.y -= _Curvature * _ShellLength * h * h * effScale;
VertexNormalInputs vn = GetVertexNormalInputs(input.normalOS);
@@ -341,6 +384,18 @@ Shader "Custom/FurShell"
half rim = pow(saturate(1.0h - saturate(dot(N, V))), _RimPower) * _RimStrength * h;
color += rim * mainLight.color * albedo;
// X-Ray reveal glow on the VISIBLE fur, mirroring the body's forward half (PlayerCamo.hlsl)
// EXACTLY so the strands glow IN PHASE with the body instead of hiding its reveal under
// opaque fur. Additive HDR term; _XRayColor.a is the eased fade master (0 when off => fur
// unchanged). FurShellRenderer pushes the same colour/pulse/flash state the sibling
// MeshPainter drives on the body, so on/occluded stays consistent between fur and body.
half xrayCurve = pow(0.5h - 0.5h * cos(_Time.y * _XRayPulseSpeed), _XRayPulseShape);
half xrayPulse = 1.0h - _XRayPulseStrength * (1.0h - xrayCurve);
// _XRayFurStrength tames the per-shell accumulation: the body adds this term once (opaque),
// but the fur stacks _ShellCount transparent shells that each composite it, so the raw term
// over-brightens. Scaling it per shell brings the stacked total back near the body's glow.
color += _XRayColor.rgb * (_XRayColor.a * xrayPulse * _XRayFurStrength);
return half4(color, alpha);
}
ENDHLSL