Files
chameleon/Assets/Shaders/FurShell.shader
T
adminandClaude Opus 4.8 43791abc79 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>
2026-07-03 20:47:15 +02:00

306 lines
15 KiB
GLSL

// Generic shell-texturing fur/hair/grass shader (URP). STANDALONE prototype - NOT wired into the
// MeshPainter paint pipeline yet. The illusion of strands comes from rendering the mesh many times
// ("shells"), each extruded a little further along its normals, and alpha-clipping a per-cell strand
// mask that thins toward the tip. It is generic because it needs nothing but positions + normals + a
// UV set - it works on any mesh.
//
// DISPATCH: the shells are drawn by FurShellRenderer.cs via Graphics.RenderMeshInstanced. Each
// instance is one shell layer; the layer index arrives as SV_InstanceID and drives the extrusion
// height. Put this material on FurShellRenderer, NOT on a plain MeshRenderer (a MeshRenderer draws a
// single instance => only the root shell would show). The renderer is the single source of truth: it
// pushes EVERY tunable parameter below via a MaterialPropertyBlock, so the values authored on the
// material are only template defaults (they get overridden live at render time).
//
// hair vs fur vs grass = the same technique, only parameters differ (length, density, taper, bend).
Shader "Custom/FurShell"
{
Properties
{
[Header(Fur Shape)]
_ShellCount("Shell Count (driven by FurShellRenderer)", Range(1, 64)) = 32
_ShellLength("Fur Length", Range(0.0, 2.0)) = 0.15
_Density("Strand Density", Range(1.0, 1000.0)) = 250
_Thickness("Strand Thickness", Range(0.0, 1.0)) = 0.5
_Taper("Tip Taper", Range(0.1, 8.0)) = 2.0
_TipFill("Tip Fill (bridge shell gaps)", Range(0.0, 1.0)) = 0.35
_Curvature("Gravity / Curl Bend", Range(0.0, 1.0)) = 0.25
_DirRandomness("Direction Randomness (per strand)", Range(0.0, 1.0)) = 0.3
_SilhouetteStretch("Silhouette Strand Stretch", Range(0.0, 5.0)) = 2.0
[Header(Fur Shading)]
[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
[MainColor] _BaseColor("Root Tint", Color) = (0.42, 0.32, 0.20, 1)
_TipColor("Tip Tint", Color) = (0.62, 0.52, 0.36, 1)
_RootAO("Root Darkening (fake AO)", Range(0.0, 1.0)) = 0.45
_RimPower("Rim / Backlight Power", Range(0.5, 8.0)) = 3.0
_RimStrength("Rim / Backlight Strength", Range(0.0, 2.0)) = 0.4
[Header(Fur Map)]
// RGB = per-texel strand colour, A = fur length (0 = bald here, 1 = full length). White default
// means "full-length fur everywhere" so the standalone prototype behaves as before with no map.
_FurMap("Fur Map (RGB color, A length)", 2D) = "white" {}
_FurThreshold("Fur Cutoff (alpha)", Range(0.0, 1.0)) = 0.0
// Opaque base shell. On = solid root (full-coverage prototype); Off = the root also clips to the
// map so the painted body shows between strands (avatar integration).
[ToggleUI] _SolidRoot("Solid Root", Float) = 1
[Header(Wind)]
_WindStrength("Wind Strength", Range(0.0, 1.0)) = 0.1
_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)
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
"Queue" = "Geometry"
}
LOD 200
Pass
{
Name "FurForward"
Tags { "LightMode" = "UniversalForward" }
Cull Back
ZWrite On
ZTest LEqual
HLSLPROGRAM
#pragma target 3.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _TipColor;
float _ShellCount;
float _ShellLength;
float _Density;
float _Thickness;
float _Taper;
float _TipFill;
float _Curvature;
float _DirRandomness;
float _SilhouetteStretch;
half _RootAO;
half _RimPower;
half _RimStrength;
float _FurThreshold;
float _SolidRoot;
float _WindStrength;
float _WindSpeed;
float _WindFrequency;
float4 _WindDirection;
CBUFFER_END
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
TEXTURE2D(_FurMap);
SAMPLER(sampler_FurMap);
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float3 positionWS : TEXCOORD2;
float shellH : TEXCOORD3; // 0 = root, 1 = tip
};
// cheap deterministic 2D hash -> [0,1)
float Hash21(float2 p)
{
p = frac(p * float2(123.34, 345.45));
p += dot(p, p + 34.345);
return frac(p.x * p.y);
}
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
// shell layer index -> normalized height (guarded so the non-instanced variant compiles)
#if UNITY_ANY_INSTANCING_ENABLED
uint shellIndex = input.instanceID;
#else
uint shellIndex = 0u;
#endif
float count = max(_ShellCount, 1.0);
float h = (count <= 1.0) ? 0.0 : (float)shellIndex / (count - 1.0);
// extrude along the normal; bend the tips down with h^2 for a gravity/curl droop
float3 posOS = input.positionOS.xyz + input.normalOS * (_ShellLength * h);
// gravity pulls toward WORLD down, so strands hang downward no matter how the mesh is
// oriented - a rotated player mesh would otherwise droop along its own local down. Convert
// world down into object space (the extrusion space) so the droop magnitude stays consistent
// with _ShellLength under the object-to-world transform.
float3 downOS = normalize(mul((float3x3)unity_WorldToObject, float3(0.0, -1.0, 0.0)));
posOS += downOS * (_Curvature * _ShellLength * h * h);
// 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,
// and the h^2 weight keeps roots planted while tips travel most => the stacked shells read
// as strands bending in the wind.
float2 wdir = _WindDirection.xy;
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));
VertexPositionInputs vp = GetVertexPositionInputs(posOS);
VertexNormalInputs vn = GetVertexNormalInputs(input.normalOS);
output.positionCS = vp.positionCS;
output.positionWS = vp.positionWS;
output.normalWS = vn.normalWS;
output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
output.shellH = h;
return output;
}
half4 frag(Varyings input) : SV_Target
{
float h = input.shellH;
float3 N = normalize(input.normalWS);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
// fur map: RGB = strand colour, A = fur length. White default (no map) => full-length fur
// everywhere, so the standalone prototype is unchanged.
half4 furSample = SAMPLE_TEXTURE2D(_FurMap, sampler_FurMap, input.uv);
float furLen = furSample.a;
// --- strand mask: one strand per cell, random length, radially tapered toward the tip ---
float2 g = input.uv * _Density;
float2 cell = floor(g);
float strandLen = Hash21(cell); // this strand's random max height (0..1)
// per-strand lean: shift the cell-local strand centre by a random direction that grows
// with height, so each strand tilts its own way. This is a fragment-space lean - geometry
// is shared per vertex while strands are per cell, so the tilt has to live here, not in the
// extrusion.
float rndAngle = Hash21(cell + 3.7) * 6.2831853;
float2 leanDir = float2(cos(rndAngle), sin(rndAngle));
float2 local = (frac(g) * 2.0 - 1.0) - leanDir * (_DirRandomness * h);
// silhouette stretch: at grazing angles the flat shell slices are viewed edge-on, so a
// strand breaks into squished, separated dots. Elongate the strand footprint along the
// tangent-space view direction - the axis the extruded shells drift apart on screen - so
// consecutive slices overlap into a continuous strand near the rim. The tangent frame is
// rebuilt from screen-space derivatives (Schueler's cotangent trick), so this stays generic:
// no per-mesh tangents required. graze^2 confines the effect to the silhouette, leaving the
// head-on look untouched. The branch is on a uniform, so the derivatives stay quad-uniform
// (safe) and the cost is skipped when the feature is off; at stretch==1 the basis rotation is
// a pure rotation => identity, so ramping it in is continuous.
if (_SilhouetteStretch > 0.0)
{
float graze = 1.0 - saturate(dot(N, V));
graze *= graze;
float3 dp1 = ddx(input.positionWS);
float3 dp2 = ddy(input.positionWS);
float2 duv1 = ddx(input.uv);
float2 duv2 = ddy(input.uv);
float3 dp2perp = cross(dp2, N);
float3 dp1perp = cross(N, dp1);
float3 T = dp2perp * duv1.x + dp1perp * duv2.x;
float3 B = dp2perp * duv1.y + dp1perp * duv2.y;
float invmax = rsqrt(max(dot(T, T), dot(B, B)));
T *= invmax; B *= invmax;
float2 vt = float2(dot(V, T), dot(V, B));
float vlen = length(vt);
float2 sdir = (vlen > 1e-4) ? (vt / vlen) : float2(1.0, 0.0);
float stretch = 1.0 + _SilhouetteStretch * graze;
float along = dot(local, sdir) / stretch; // compress coord => elongate footprint along sdir
float perp = dot(local, float2(-sdir.y, sdir.x));
local = float2(along, perp);
}
float dist = length(local);
// allowed radius shrinks with height => the strand narrows toward its tip. _TipFill is a
// floor on that radius (as a fraction of the base thickness): the taper only thins a strand
// down to _TipFill, never to a point. With few shells the pointy tip breaks into floating
// discs ("dots") because consecutive shell slices stop overlapping; holding a minimum radius
// keeps neighbouring slices wide enough to bridge the inter-shell gap. 0 = sharp needles
// (dots return), higher = fuller, slightly rounded tips.
float taperedR = pow(saturate(1.0 - h), _Taper * 0.5);
float radius = _Thickness * max(taperedR, _TipFill);
// The fur map's alpha caps this strand's height: 0 => bald, so the whole shell stack
// (root included) clips and the body shows through; 1 => the strand reaches its full
// random length. _SolidRoot keeps the base shell opaque for the full-coverage prototype;
// on the painted avatar it is turned OFF so the camo body stays visible between strands
// instead of being sealed under a solid root (which would also Z-fight the body).
float effectiveLen = strandLen * furLen;
half alpha;
if (furLen <= _FurThreshold)
alpha = 0.0h;
else if (h <= 0.0 && _SolidRoot > 0.5)
alpha = 1.0h;
else
alpha = (dist < radius && h <= effectiveLen) ? 1.0h : 0.0h;
clip(alpha - 0.5h);
// --- shading (lightweight URP) ---
half3 albedo = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv).rgb * furSample.rgb * _BaseColor.rgb;
albedo = lerp(albedo, _TipColor.rgb, h);
half ao = lerp(1.0h - _RootAO, 1.0h, h); // roots darker (fake self-occlusion)
albedo *= ao;
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
Light mainLight = GetMainLight(shadowCoord);
half ndotl = saturate(dot(N, mainLight.direction)) * 0.5h + 0.5h; // soft half-lambert
half3 lighting = mainLight.color * (ndotl * mainLight.shadowAttenuation);
half3 ambient = SampleSH(N);
half3 color = albedo * (lighting + ambient);
#ifdef _ADDITIONAL_LIGHTS
uint addCount = GetAdditionalLightsCount();
for (uint i = 0u; i < addCount; i++)
{
Light lt = GetAdditionalLight(i, input.positionWS);
half nl = saturate(dot(N, lt.direction)) * 0.5h + 0.5h;
color += albedo * lt.color * (nl * lt.distanceAttenuation * lt.shadowAttenuation);
}
#endif
// rim / backlight scatter: brighter fuzz at grazing angles, strongest at the tips
half rim = pow(saturate(1.0h - saturate(dot(N, V))), _RimPower) * _RimStrength * h;
color += rim * mainLight.color * albedo;
return half4(color, 1.0h);
}
ENDHLSL
}
}
FallBack Off
}