Drop the _FurScaleInfluence blend (fur stays a constant world length at any avatar size, as tuned to influence 0) and scale the gravity curvature droop by the avatar world scale (_FurObjScale) instead, so the bend tracks the player: hider 0.5 => smaller droop, hunter 1.5 => bigger droop. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
400 lines
23 KiB
Plaintext
400 lines
23 KiB
Plaintext
// Generic shell-texturing fur/hair/grass shader (URP). STANDALONE prototype - NOT wired into the
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// MeshPainter paint pipeline yet. The illusion of strands comes from rendering the mesh many times
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// ("shells"), each extruded a little further along its normals, and alpha-clipping a per-cell strand
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// mask that thins toward the tip. It is generic because it needs nothing but positions + normals + a
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// UV set - it works on any mesh.
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//
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// DISPATCH: the shells are drawn by FurShellRenderer.cs via Graphics.RenderMeshInstanced. Each
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// instance is one shell layer; the layer index arrives as SV_InstanceID and drives the extrusion
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// height. Put this material on FurShellRenderer, NOT on a plain MeshRenderer (a MeshRenderer draws a
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// single instance => only the root shell would show). The renderer is the single source of truth: it
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// pushes EVERY tunable parameter below via a MaterialPropertyBlock, so the values authored on the
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// material are only template defaults (they get overridden live at render time).
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//
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// hair vs fur vs grass = the same technique, only parameters differ (length, density, taper, bend).
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Shader "Custom/FurShell"
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{
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Properties
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{
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[Header(Fur Shape)]
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_ShellCount("Shell Count (driven by FurShellRenderer)", Range(1, 64)) = 32
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_ShellLength("Fur Length", Range(0.0, 2.0)) = 0.15
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_Density("Strand Density", Range(1.0, 1000.0)) = 250
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_Thickness("Strand Thickness", Range(0.0, 1.0)) = 0.5
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_Taper("Tip Taper", Range(0.1, 8.0)) = 2.0
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_TipFill("Tip Fill (bridge shell gaps)", Range(0.0, 1.0)) = 0.35
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_Curvature("Gravity / Curl Bend", Range(0.0, 1.0)) = 0.25
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_DirRandomness("Direction Randomness (per strand)", Range(0.0, 1.0)) = 0.3
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_SilhouetteStretch("Silhouette Strand Stretch", Range(0.0, 5.0)) = 2.0
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[Header(Fur Shading)]
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// The strand colour: the painted ALBEDO map (the camo under the fur). FurShellRenderer binds the
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// sibling painter's live albedo RT here, so each strand wears the colour beneath it.
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[MainTexture] _BaseMap("Albedo (strand colour)", 2D) = "white" {}
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// Overall tint multiplied onto the painted fur colour; white leaves the painted colour untouched.
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[MainColor] _BaseColor("Fur Tint", Color) = (1, 1, 1, 1)
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// Root/tip are two shades of the SAME painted colour: roots a touch darker, tips a touch lighter.
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_RootAO("Root Darkening", Range(0.0, 1.0)) = 0.3
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_TipShade("Tip Lightening", Range(0.0, 1.0)) = 0.2
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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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// R = fur length (0 = bald here, 1 = full length); G/B/A unused/reserved. The strand COLOUR now
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// comes from the albedo map (_BaseMap), so fur wears the painted camo. White default = full-length
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// fur everywhere, so the standalone prototype (no map) is unchanged.
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_FurMap("Fur Map (R = length)", 2D) = "white" {}
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_FurThreshold("Fur Cutoff (alpha)", Range(0.0, 1.0)) = 0.0
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// Low painted alpha => low opacity, so a lightly-painted texel fades in as faint short fuzz
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// instead of full-opacity fur with a hard border. Larger = softer/longer fade.
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_FurSoftness("Edge Softness (length fade)", Range(0.01, 1.0)) = 0.5
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// Per-strand anti-aliasing: soft strand silhouette + tip instead of hard alpha-clipped discs.
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_StrandSoftness("Strand Edge Softness", Range(0.0, 1.0)) = 0.3
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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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_WindFrequency("Wind Spatial Frequency", Range(0.0, 10.0)) = 1.0
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_WindDirection("Wind Direction (object XZ)", Vector) = (1, 0, 0, 0)
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// Avatar world scale, pushed by FurShellRenderer (transform.lossyScale). The fur keeps a CONSTANT
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// world length at any player size, but the gravity droop scales with this so the bend tracks the
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// avatar: small hider => small droop, big hunter => big droop. 1 = authored size (vertex shader).
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[HideInInspector] _FurObjScale("Object Scale (driven by FurShellRenderer)", Float) = 1
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[Header(XRay Reveal)]
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// See-through reveal glow mirrored from the sibling MeshPainter's body X-ray so the fur strands glow
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// WITH the reveal instead of hiding it under opaque fur. rgb = HDR glow colour, a = fade master.
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// Default (0,0,0,0) => additive term is zero, so the fur looks unchanged until a reveal fades in.
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[HDR] _XRayColor("X-Ray Overlay Color", Color) = (0, 0, 0, 0)
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// Breathing pulse kept identical to the body halves (PlayerCamo.hlsl / XRayOverlay) so they stay in phase.
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_XRayPulseSpeed("X-Ray Pulse Speed", Float) = 3
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_XRayPulseStrength("X-Ray Pulse Strength", Range(0, 1)) = 0.5
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_XRayPulseShape("X-Ray Pulse Shape", Range(1, 8)) = 3
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// The fur draws _ShellCount stacked TRANSPARENT shells; the additive glow below would composite once
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// PER overlapping layer and blow out (the body writes it once, opaque). This scales the per-shell glow
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// down so the stacked total reads at roughly the body's intensity. Tune to match the body glow.
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_XRayFurStrength("X-Ray Fur Strength (tames shell stacking)", Range(0, 1)) = 0.2
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}
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SubShader
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{
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Tags
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{
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"RenderType" = "Transparent"
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"RenderPipeline" = "UniversalPipeline"
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"Queue" = "Transparent"
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}
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LOD 200
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Pass
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{
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Name "FurForward"
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Tags { "LightMode" = "UniversalForward" }
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Cull Back
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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ZTest LEqual
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// Depth bias toward the camera so the fur wins the depth test against the body. The fur
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// extrudes a CPU-baked mesh while the body uses GPU skinning, so their surfaces are not
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// bit-identical: where the body pokes a hair in front of a shell layer, that shell fragment
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// fails ZTest (ZWrite Off => no depth write to win the tie) and the body flickers through as
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// white speckles. Offset shifts the fragment's tested depth (respected even with ZWrite Off),
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// slope-scaled + a constant unit, so the fur reliably passes without moving geometry (no
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// visible root gap). Small enough not to punch through objects genuinely in front.
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Offset -1, -1
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HLSLPROGRAM
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#pragma target 3.5
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseMap_ST;
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half4 _BaseColor;
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float _ShellCount;
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float _ShellLength;
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float _Density;
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float _Thickness;
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float _Taper;
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float _TipFill;
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float _Curvature;
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float _DirRandomness;
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float _SilhouetteStretch;
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half _RootAO;
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half _TipShade;
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half _RimPower;
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half _RimStrength;
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float _FurThreshold;
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float _FurSoftness;
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float _StrandSoftness;
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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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float4 _WindDirection;
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float _FurObjScale;
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half4 _XRayColor;
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half _XRayPulseSpeed;
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half _XRayPulseStrength;
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half _XRayPulseShape;
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half _XRayFurStrength;
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CBUFFER_END
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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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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 normalWS : TEXCOORD1;
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float3 positionWS : TEXCOORD2;
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float shellH : TEXCOORD3; // 0 = root, 1 = tip
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};
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// cheap deterministic 2D hash -> [0,1)
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float Hash21(float2 p)
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{
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p = frac(p * float2(123.34, 345.45));
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p += dot(p, p + 34.345);
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return frac(p.x * p.y);
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}
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Varyings vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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// shell layer index -> normalized height (guarded so the non-instanced variant compiles)
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#if UNITY_ANY_INSTANCING_ENABLED
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uint shellIndex = input.instanceID;
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#else
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uint shellIndex = 0u;
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#endif
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float count = max(_ShellCount, 1.0);
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float h = (count <= 1.0) ? 0.0 : (float)shellIndex / (count - 1.0);
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// The instance matrix multiplies the object-space fur displacement by the avatar's world scale
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// (objScale), so a naive extrusion shrinks/grows 1:1 with the player - too short on the small
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// hider, too long on the big hunter. To keep the fur a CONSTANT world length (same absolute
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// length at any size) we pre-divide the object-space offset by objScale; after the matrix's
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// *objScale the net world displacement is then 1x. Wind sway shares this so it stays a constant
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// world size too. (The gravity droop below intentionally does NOT - it scales with objScale.)
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float objScale = max(_FurObjScale, 1e-4);
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float dispComp = 1.0 / objScale;
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// extrude along the normal; bend the tips down with h^2 for a gravity/curl droop.
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// The (h + 0.02) lifts the whole stack a hair off the surface: the root (h=0) would else
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// sit exactly on the opaque body and z-fight it - the fur draws a CPU-baked mesh while the
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// body uses GPU skinning, so their depths are not bit-identical, and now that fur is
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// transparent (ZWrite Off) it can't rely on a depth write to win the tie. 0.02 of the shell
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// length is invisible but separates the root cleanly.
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float3 posOS = input.positionOS.xyz + input.normalOS * (_ShellLength * (h + 0.02) * dispComp);
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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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// and the h^2 weight keeps roots planted while tips travel most => the stacked shells read
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// as strands bending in the wind.
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float2 wdir = _WindDirection.xy;
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float wlen = length(wdir);
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wdir = (wlen > 1e-4) ? (wdir / wlen) : float2(1.0, 0.0);
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float phase = _Time.y * _WindSpeed + (input.positionOS.x + input.positionOS.z) * _WindFrequency;
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posOS.xz += wdir * (_WindStrength * _ShellLength * h * h * sin(phase) * dispComp);
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// Gravity/curl bends toward WORLD down. Applied AFTER moving to world space and using ONLY
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// unity_ObjectToWorld (positions/normals already prove that matrix correct). The previous
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// object-space approach relied on unity_WorldToObject, which is NOT reliably populated in the
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// RenderMeshInstanced path - when it falls back to identity the droop follows the mesh's own
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// local down, so on the rotated player the fur hung sideways instead of toward true down.
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float3 positionWS = TransformObjectToWorld(posOS);
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// Curl droop in world down, scaled by the avatar's world size (objScale) so the bend tracks the
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// player: a bigger avatar gets a proportionally bigger droop, a smaller one a smaller one. The
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// fur length above is a CONSTANT world size, so scaling only the droop keeps the bend reading
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// right relative to the body at every player scale (hider 0.5 / hunter 1.5). Applied after
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// moving to world space, so the droop follows true world down regardless of player rotation.
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positionWS.y -= _Curvature * _ShellLength * h * h * objScale;
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VertexNormalInputs vn = GetVertexNormalInputs(input.normalOS);
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output.positionCS = TransformWorldToHClip(positionWS);
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output.positionWS = positionWS;
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output.normalWS = vn.normalWS;
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output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
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output.shellH = h;
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return output;
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}
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half4 frag(Varyings input) : SV_Target
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{
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float h = input.shellH;
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float3 N = normalize(input.normalWS);
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
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// fur map: R = fur length (G/B/A unused). White default (no map) => full-length fur
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// everywhere, so the standalone prototype is unchanged. The strand colour comes from the
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// albedo map (_BaseMap) below, not from here.
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float furLen = SAMPLE_TEXTURE2D(_FurMap, sampler_FurMap, input.uv).r;
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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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float strandLen = Hash21(cell); // this strand's random max height (0..1)
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// per-strand lean: shift the cell-local strand centre by a random direction that grows
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// with height, so each strand tilts its own way. This is a fragment-space lean - geometry
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// is shared per vertex while strands are per cell, so the tilt has to live here, not in the
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// extrusion.
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float rndAngle = Hash21(cell + 3.7) * 6.2831853;
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float2 leanDir = float2(cos(rndAngle), sin(rndAngle));
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float2 local = (frac(g) * 2.0 - 1.0) - leanDir * (_DirRandomness * h);
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// silhouette stretch: at grazing angles the flat shell slices are viewed edge-on, so a
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// strand breaks into squished, separated dots. Elongate the strand footprint along the
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// tangent-space view direction - the axis the extruded shells drift apart on screen - so
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// consecutive slices overlap into a continuous strand near the rim. The tangent frame is
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// rebuilt from screen-space derivatives (Schueler's cotangent trick), so this stays generic:
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// no per-mesh tangents required. graze^2 confines the effect to the silhouette, leaving the
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// head-on look untouched. The branch is on a uniform, so the derivatives stay quad-uniform
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// (safe) and the cost is skipped when the feature is off; at stretch==1 the basis rotation is
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// a pure rotation => identity, so ramping it in is continuous.
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if (_SilhouetteStretch > 0.0)
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{
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float graze = 1.0 - saturate(dot(N, V));
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graze *= graze;
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float3 dp1 = ddx(input.positionWS);
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float3 dp2 = ddy(input.positionWS);
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float2 duv1 = ddx(input.uv);
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float2 duv2 = ddy(input.uv);
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float3 dp2perp = cross(dp2, N);
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float3 dp1perp = cross(N, dp1);
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float3 T = dp2perp * duv1.x + dp1perp * duv2.x;
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float3 B = dp2perp * duv1.y + dp1perp * duv2.y;
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float invmax = rsqrt(max(dot(T, T), dot(B, B)));
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T *= invmax; B *= invmax;
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float2 vt = float2(dot(V, T), dot(V, B));
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float vlen = length(vt);
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float2 sdir = (vlen > 1e-4) ? (vt / vlen) : float2(1.0, 0.0);
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float stretch = 1.0 + _SilhouetteStretch * graze;
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float along = dot(local, sdir) / stretch; // compress coord => elongate footprint along sdir
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float perp = dot(local, float2(-sdir.y, sdir.x));
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local = float2(along, perp);
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}
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float dist = length(local);
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// allowed radius shrinks with height => the strand narrows toward its tip. _TipFill is a
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// floor on that radius (as a fraction of the base thickness): the taper only thins a strand
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// down to _TipFill, never to a point. With few shells the pointy tip breaks into floating
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// discs ("dots") because consecutive shell slices stop overlapping; holding a minimum radius
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// keeps neighbouring slices wide enough to bridge the inter-shell gap. 0 = sharp needles
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// (dots return), higher = fuller, slightly rounded tips.
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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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// --- soft coverage (replaces the old binary alpha-clip) so the fur fades IN with alpha
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// instead of a hard on/off edge. Three factors multiply into the output alpha:
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// radialCov : soft, anti-aliased strand edge instead of a hard disc.
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// heightCov : each strand fades out toward its own random tip (_TipFill caps the height).
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// lenOpacity : LOW painted alpha => LOW opacity. A lightly-painted texel reads as faint,
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// short fuzz that blends over the body -> the soft transition asked for,
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// instead of full-opacity fur with a hard border. The fur map's alpha still
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// also caps the strand HEIGHT (effectiveLen), so low alpha is short AND faint.
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// The mesh is drawn on the Transparent queue and the shells are submitted root->tip, i.e.
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// back-to-front on front faces, so these alphas composite correctly over the camo body.
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float effectiveLen = strandLen * furLen;
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float radialCov = 1.0 - smoothstep(radius - max(radius * _StrandSoftness, 1e-4), radius, dist);
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float heightCov = 1.0 - smoothstep(effectiveLen * (1.0 - _StrandSoftness), effectiveLen + 1e-4, h);
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float lenOpacity = saturate((furLen - _FurThreshold) / max(_FurSoftness, 1e-4));
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half alpha = (half)(radialCov * heightCov * lenOpacity);
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// _SolidRoot keeps the base shell fully covering (full-coverage prototype), but still honours
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// the painted length so the boundary keeps its soft fade instead of a hard opaque ring. On
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// the painted avatar it is turned OFF so the root also thins to the strands and the camo body
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// stays visible between them.
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if (_SolidRoot > 0.5 && h <= 0.0)
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alpha = (half)lenOpacity;
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if (furLen <= _FurThreshold) alpha = 0.0h;
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clip(alpha - 0.003h); // drop fully-transparent fragments (perf + avoids stray blend)
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// --- shading (lightweight URP) ---
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// base colour is the PAINTED ALBEDO (the camo under the fur), sampled per-texel so each
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// strand wears the colour beneath it, times the global tint (white by default). The fur map
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// no longer carries colour - only length.
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half3 albedo = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv).rgb * _BaseColor.rgb;
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// two shades of that one colour: roots a touch darker (fake self-occlusion), tips a touch
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// lighter - a subtle root->tip gradient rather than two independent colours.
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half ao = lerp(1.0h - _RootAO, 1.0h, h);
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albedo *= ao * lerp(1.0h, 1.0h + _TipShade, h);
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float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
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Light mainLight = GetMainLight(shadowCoord);
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half ndotl = saturate(dot(N, mainLight.direction)) * 0.5h + 0.5h; // soft half-lambert
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half3 lighting = mainLight.color * (ndotl * mainLight.shadowAttenuation);
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half3 ambient = SampleSH(N);
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half3 color = albedo * (lighting + ambient);
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#ifdef _ADDITIONAL_LIGHTS
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uint addCount = GetAdditionalLightsCount();
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for (uint i = 0u; i < addCount; i++)
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{
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Light lt = GetAdditionalLight(i, input.positionWS);
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half nl = saturate(dot(N, lt.direction)) * 0.5h + 0.5h;
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color += albedo * lt.color * (nl * lt.distanceAttenuation * lt.shadowAttenuation);
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}
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#endif
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// rim / backlight scatter: brighter fuzz at grazing angles, strongest at the tips
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half rim = pow(saturate(1.0h - saturate(dot(N, V))), _RimPower) * _RimStrength * h;
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color += rim * mainLight.color * albedo;
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// X-Ray reveal glow on the VISIBLE fur, mirroring the body's forward half (PlayerCamo.hlsl)
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// EXACTLY so the strands glow IN PHASE with the body instead of hiding its reveal under
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// opaque fur. Additive HDR term; _XRayColor.a is the eased fade master (0 when off => fur
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// unchanged). FurShellRenderer pushes the same colour/pulse/flash state the sibling
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// MeshPainter drives on the body, so on/occluded stays consistent between fur and body.
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half xrayCurve = pow(0.5h - 0.5h * cos(_Time.y * _XRayPulseSpeed), _XRayPulseShape);
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half xrayPulse = 1.0h - _XRayPulseStrength * (1.0h - xrayCurve);
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// _XRayFurStrength tames the per-shell accumulation: the body adds this term once (opaque),
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// but the fur stacks _ShellCount transparent shells that each composite it, so the raw term
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// over-brightens. Scaling it per shell brings the stacked total back near the body's glow.
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color += _XRayColor.rgb * (_XRayColor.a * xrayPulse * _XRayFurStrength);
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return half4(color, alpha);
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}
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ENDHLSL
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}
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}
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FallBack Off
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}
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