@November 4, 2021
Main Contents.
Editor Preview.
💡 When you guys play to unity game view can see simple lighting GUI.
- Mouse Left is control viewport.
- Mouse Right is Sunlight direction change left to right or right to left. (For take a look hair a specular feeling of look).
- You can try changing the 4 types of IBL lighting, and you can also try changing the intensity of ambient light and reflected light using the GUI.
当你们玩统一游戏视图时,可以看到简单的照明 GUI。
- 鼠标左键是控制视口。
- 鼠标右是阳光方向从左到右或从右到左变化。(看看头发的镜面感觉)
- 您可以尝试更改 4 种类型的 IBL 照明,也可以尝试使用 GUI 更改环境光和反射光的强度。 </aside>

All works based by Unity3D 2020.3.19f1 LTS and URP 10.6.0

Currently, The Hair Shader prototype is not supported multipass So now We would be used to another way as multiple materials workflow like below.
目前,头发着色器原型不支持多通道所以现在我们将习惯使用另一种方式作为多材质工作流程,如下所示。

I haven’t used the current multi-pass shader structure.
So for the time being we need to apply two Materials to one mesh.
Let’s think of it as the first pass from Material Slot 0.
我没有使用当前的多通道着色器结构。
所以暂时我们需要将两种材质应用到一个网格上。
让我们把它想象成从材质槽 0 开始的第一遍。
Video lecture – How to set up hair materials for avoiding sort conflict on Hair surfaces. @November 10, 2021
In the internal prototype stage, I provided two hair shaders. Hair Alpha Test and Hair Alpha Blend. You will be able to produce a new Hair material by referring to the provided project. 在内部原型阶段,我提供了两个头发着色器。 头发 Alpha 测试和头发 Alpha 混合。 您将能够通过参考提供的项目生成新的头发材料。
Comment of control specular area
The Specular strength of Hair is related to three variables.
- Smoothness: Master variable of highlights.
- Primary Smoothness: Controls the highlight intensity of the specular shifted area.
- Secondary Smoothness: Controls the highlight intensity of the second area of the specular shifted area.
Hair Alpha texture mipmap Alpha coverage.

Specular Shif( Shif(B) )

Alpha Test method

Alpha Blend method

Texture Set norm.
Cleaned up the interface for Texture Channels.

Hair Mask Map

Root and Tip Mask

Occlusion

Specular Jitter

Simple creation of Specular Jitter map.
The Specular Jitter map is not very noticeable compared to the cartoon rendering, but it is good to make it.
You can synthesize the Jitter texture obtained from the Internet old text with the resource used for the R channel of Hair Mask in Photoshop.
