using UnityEngine; using UnityEngine.Rendering; namespace Chameleon.Components { // Drives the shell-texturing fur look for FurShell.shader. Draws the source mesh _shellCount times // via GPU instancing (Graphics.RenderMeshInstanced); every instance is one shell layer and reads its // index from SV_InstanceID in the shader to pick its extrusion height. Put this next to a MeshFilter // (static mesh) OR on an animated character's SkinnedMeshRenderer that already carries a // SkinnedColliderBaker - then the fur borrows that component's per-frame baked pose and follows the // animation. Assign the FurShell material either way. // // This component is the SINGLE source of truth for the fur look: every tunable shader parameter is a // serialized field here and gets pushed via a MaterialPropertyBlock. The material's own inspector // sliders are therefore only template defaults - they are overridden live. (Use the "Copy Values From // Material" context menu to pull a material you already tuned into these fields.) // // The draw is issued from RenderPipelineManager.beginCameraRendering (not Update/LateUpdate) so it // renders reliably for EVERY camera pass - including the Scene View and edit-mode repaints, where // LateUpdate does not tick per frame. RenderParams.camera pins each submission to the camera being // rendered, so multiple cameras never multiply the geometry. [ExecuteAlways] public sealed class FurShellRenderer : MonoBehaviour { [Header("Shells")] [SerializeField] Material _furMaterial; [SerializeField, Range(1, 64)] int _shellCount = 32; [Header("Shape")] [SerializeField, Range(0f, 10f)] float _shellLength = 0.15f; [SerializeField, Range(1f, 1000f)] float _density = 250f; [SerializeField, Range(0f, 4f)] float _thickness = 0.5f; [SerializeField, Range(0.1f, 8f)] float _taper = 2f; // Floor on the strand radius (fraction of thickness): stops the taper thinning strands to a point, // so neighbouring shell slices keep overlapping and the tips don't break into floating dots. [SerializeField, Range(0f, 1f)] float _tipFill = 0.35f; [SerializeField, Range(0f, 1f)] float _curvature = 0.25f; // Per-strand lean: each strand tilts in its own random direction (fragment-space, see shader). [SerializeField, Range(0f, 1f)] float _directionRandomness = 0.3f; // View-dependent fix for the silhouette: elongates the strand footprint along the grazing view // direction so the flat shell slices merge into continuous strands at the rim instead of squished // dots. 0 = off (footprint stays circular everywhere). [SerializeField, Range(0f, 5f)] float _silhouetteStretch = 2f; [Header("Shading")] // Optional per-instance albedo override; leave null to keep the material's own texture. [SerializeField] Texture _baseMap; [SerializeField] Color _rootColor = new Color(0.42f, 0.32f, 0.20f, 1f); [SerializeField] Color _tipColor = new Color(0.62f, 0.52f, 0.36f, 1f); [SerializeField, Range(0f, 1f)] float _rootAO = 0.45f; [SerializeField, Range(0.5f, 8f)] float _rimPower = 3f; [SerializeField, Range(0f, 2f)] float _rimStrength = 0.4f; [Header("Fur Map")] // RGBA fur map: RGB = per-texel strand colour, A = fur length (0 = bald, 1 = full length). Leave // null on the standalone prototype - the shader's white default is uniform full-length fur. [SerializeField] Texture _furMap; // Fur is fully cut where the map's alpha is at/below this - keeps stray dilation fuzz from growing // hair. 0 keeps the exact "alpha 0 = no fur" contract. [SerializeField, Range(0f, 1f)] float _furThreshold = 0f; // Opaque base shell. On for the standalone prototype (full coverage); turn OFF on the painted // avatar so the camo body shows between strands instead of being sealed under a solid root. [SerializeField] bool _solidRoot = true; [Header("Wind")] [SerializeField, Range(0f, 1f)] float _windStrength = 0.1f; [SerializeField, Range(0f, 10f)] float _windSpeed = 2f; [SerializeField, Range(0f, 10f)] float _windFrequency = 1f; // Sway direction in the object's XZ plane; normalized in the shader. [SerializeField] Vector2 _windDirection = new Vector2(1f, 0f); [Header("Rendering")] [SerializeField] ShadowCastingMode _shadowMode = ShadowCastingMode.Off; [SerializeField] bool _receiveShadows = true; // Hide the plain MeshRenderer on this object so it doesn't double-draw under the fur (the root // shell already covers the surface). Leave off if you want a separately-shaded base mesh. [SerializeField] bool _hideSourceRenderer = true; static readonly int ShellCountId = Shader.PropertyToID("_ShellCount"); static readonly int ShellLengthId = Shader.PropertyToID("_ShellLength"); static readonly int DensityId = Shader.PropertyToID("_Density"); static readonly int ThicknessId = Shader.PropertyToID("_Thickness"); static readonly int TaperId = Shader.PropertyToID("_Taper"); static readonly int TipFillId = Shader.PropertyToID("_TipFill"); static readonly int CurvatureId = Shader.PropertyToID("_Curvature"); static readonly int DirRandomnessId = Shader.PropertyToID("_DirRandomness"); static readonly int SilhouetteStretchId = Shader.PropertyToID("_SilhouetteStretch"); static readonly int BaseMapId = Shader.PropertyToID("_BaseMap"); static readonly int BaseColorId = Shader.PropertyToID("_BaseColor"); static readonly int TipColorId = Shader.PropertyToID("_TipColor"); static readonly int RootAOId = Shader.PropertyToID("_RootAO"); static readonly int RimPowerId = Shader.PropertyToID("_RimPower"); static readonly int RimStrengthId = Shader.PropertyToID("_RimStrength"); static readonly int FurMapId = Shader.PropertyToID("_FurMap"); static readonly int FurThresholdId = Shader.PropertyToID("_FurThreshold"); static readonly int SolidRootId = Shader.PropertyToID("_SolidRoot"); static readonly int WindStrengthId = Shader.PropertyToID("_WindStrength"); static readonly int WindSpeedId = Shader.PropertyToID("_WindSpeed"); static readonly int WindFrequencyId = Shader.PropertyToID("_WindFrequency"); static readonly int WindDirectionId = Shader.PropertyToID("_WindDirection"); MeshFilter _meshFilter; SkinnedColliderBaker _baker; Matrix4x4[] _instances; MaterialPropertyBlock _mpb; void OnEnable() { _meshFilter = GetComponent(); // On a skinned avatar the fur borrows this component's per-frame baked pose instead of a // static MeshFilter mesh (see ResolveMesh). _baker = GetComponent(); _mpb = new MaterialPropertyBlock(); // RenderMeshInstanced requires the material's GPU-instancing flag; guarantee it here so any // assigned FurShell material just works without the manual inspector checkbox. if (_furMaterial) _furMaterial.enableInstancing = true; if (_hideSourceRenderer) SetSourceRenderer(false); RenderPipelineManager.beginCameraRendering += OnBeginCamera; #if UNITY_EDITOR UnityEditor.EditorApplication.update += EditorWindTick; #endif } void OnDisable() { RenderPipelineManager.beginCameraRendering -= OnBeginCamera; if (_hideSourceRenderer) SetSourceRenderer(true); #if UNITY_EDITOR UnityEditor.EditorApplication.update -= EditorWindTick; #endif } #if UNITY_EDITOR // Wind is driven by _Time.y, but the Scene/Game view doesn't repaint every frame in edit mode, so // without a nudge the preview looks frozen. Only requests repaints while wind is actually active. void EditorWindTick() { if (!Application.isPlaying && _windStrength > 0f && _windSpeed > 0f) UnityEditor.SceneView.RepaintAll(); } #endif void SetSourceRenderer(bool enabled) { var mr = GetComponent(); if (mr) mr.enabled = enabled; } // Skinned avatar: borrow the per-frame baked pose (local space, unit scale) that // SkinnedColliderBaker already maintains for the collider - RenderMeshInstanced re-reads the mesh // each draw, so the fur follows the animation with no extra bake. Static mesh: the MeshFilter's // shared mesh. Resolved per frame because the skinned mesh is re-baked in place (same instance, // fresh vertices), and the baker may not have run its first bake when OnEnable fires. Mesh ResolveMesh() { if (_baker) return _baker.BakedMesh; return _meshFilter ? _meshFilter.sharedMesh : null; } void OnBeginCamera(ScriptableRenderContext ctx, Camera cam) { Mesh mesh = ResolveMesh(); if (!_furMaterial || !mesh) return; // Guarantee the instancing flag at the draw site: a shader/material reimport can reset it back // to the on-disk state after OnEnable ran, and RenderMeshInstanced throws without it. if (!_furMaterial.enableInstancing) _furMaterial.enableInstancing = true; int count = Mathf.Max(1, _shellCount); if (_instances == null || _instances.Length != count) _instances = new Matrix4x4[count]; // all shells share the object's transform; they differ only by SV_InstanceID in the shader Matrix4x4 m = transform.localToWorldMatrix; for (int i = 0; i < count; i++) _instances[i] = m; PushProperties(count); var rp = new RenderParams(_furMaterial) { camera = cam, // pin to this camera so multiple cameras don't multiply the draw worldBounds = new Bounds(transform.position, Vector3.one * 1000f), matProps = _mpb, shadowCastingMode = _shadowMode, receiveShadows = _receiveShadows, }; for (int sub = 0; sub < mesh.subMeshCount; sub++) Graphics.RenderMeshInstanced(rp, mesh, sub, _instances, count); } void PushProperties(int shellCount) { // Clear first so a base-map override that was assigned and then cleared doesn't linger in the // block; every other value is (re)written below regardless. _mpb.Clear(); _mpb.SetFloat(ShellCountId, shellCount); _mpb.SetFloat(ShellLengthId, _shellLength); _mpb.SetFloat(DensityId, _density); _mpb.SetFloat(ThicknessId, _thickness); _mpb.SetFloat(TaperId, _taper); _mpb.SetFloat(TipFillId, _tipFill); _mpb.SetFloat(CurvatureId, _curvature); _mpb.SetFloat(DirRandomnessId, _directionRandomness); _mpb.SetFloat(SilhouetteStretchId, _silhouetteStretch); if (_baseMap) _mpb.SetTexture(BaseMapId, _baseMap); if (_furMap) _mpb.SetTexture(FurMapId, _furMap); _mpb.SetColor(BaseColorId, ToRenderColor(_rootColor)); _mpb.SetColor(TipColorId, ToRenderColor(_tipColor)); _mpb.SetFloat(RootAOId, _rootAO); _mpb.SetFloat(RimPowerId, _rimPower); _mpb.SetFloat(RimStrengthId, _rimStrength); _mpb.SetFloat(FurThresholdId, _furThreshold); _mpb.SetFloat(SolidRootId, _solidRoot ? 1f : 0f); _mpb.SetFloat(WindStrengthId, _windStrength); _mpb.SetFloat(WindSpeedId, _windSpeed); _mpb.SetFloat(WindFrequencyId, _windFrequency); _mpb.SetVector(WindDirectionId, new Vector4(_windDirection.x, _windDirection.y, 0f, 0f)); } // MaterialPropertyBlock.SetColor uploads raw values (unlike Material.SetColor it does no gamma // correction), so convert to linear ourselves in linear color space - otherwise the tints read too // bright versus the material color picker. static Color ToRenderColor(Color c) => QualitySettings.activeColorSpace == ColorSpace.Linear ? c.linear : c; static Color FromRenderColor(Color c) => QualitySettings.activeColorSpace == ColorSpace.Linear ? c.gamma : c; // Convenience for migrating a material you already tuned by hand: copies its authored values into // these fields (which then drive the look). Symmetric with ToRenderColor so colors round-trip. [ContextMenu("Copy Values From Material")] void CopyFromMaterial() { if (!_furMaterial) return; var mat = _furMaterial; if (mat.HasProperty(ShellLengthId)) _shellLength = mat.GetFloat(ShellLengthId); if (mat.HasProperty(DensityId)) _density = mat.GetFloat(DensityId); if (mat.HasProperty(ThicknessId)) _thickness = mat.GetFloat(ThicknessId); if (mat.HasProperty(TaperId)) _taper = mat.GetFloat(TaperId); if (mat.HasProperty(TipFillId)) _tipFill = mat.GetFloat(TipFillId); if (mat.HasProperty(CurvatureId)) _curvature = mat.GetFloat(CurvatureId); if (mat.HasProperty(DirRandomnessId)) _directionRandomness = mat.GetFloat(DirRandomnessId); if (mat.HasProperty(SilhouetteStretchId)) _silhouetteStretch = mat.GetFloat(SilhouetteStretchId); if (mat.HasProperty(BaseColorId)) _rootColor = FromRenderColor(mat.GetColor(BaseColorId)); if (mat.HasProperty(TipColorId)) _tipColor = FromRenderColor(mat.GetColor(TipColorId)); if (mat.HasProperty(RootAOId)) _rootAO = mat.GetFloat(RootAOId); if (mat.HasProperty(RimPowerId)) _rimPower = mat.GetFloat(RimPowerId); if (mat.HasProperty(RimStrengthId)) _rimStrength = mat.GetFloat(RimStrengthId); if (mat.HasProperty(FurThresholdId)) _furThreshold = mat.GetFloat(FurThresholdId); if (mat.HasProperty(SolidRootId)) _solidRoot = mat.GetFloat(SolidRootId) > 0.5f; if (mat.HasProperty(WindStrengthId)) _windStrength = mat.GetFloat(WindStrengthId); if (mat.HasProperty(WindSpeedId)) _windSpeed = mat.GetFloat(WindSpeedId); if (mat.HasProperty(WindFrequencyId)) _windFrequency = mat.GetFloat(WindFrequencyId); if (mat.HasProperty(WindDirectionId)) { Vector4 w = mat.GetVector(WindDirectionId); _windDirection = new Vector2(w.x, w.y); } } } }