The goal here was to build a fuz/fur shader that works in a single pass, and doesn't over stress the frag shader(looking at you parallax occlusion mapping >.>). I found that I'd need to build a mesh gen tool to make this happen.
The script takes following input data:
And does the following:
Below is a breakdown of how the shader tapers hair strands.
A base glsl shader that comes with substance with a modification. The base color and metal properties are overridden when the bool returns true.
This effect was a study of a piece from Charles Moreira. The original effect looks great, and I was really curious about how material nodes from Unreal Engine would translate to Unity using CG language. (At the time I made this, Unitys shader graph was lacking too many features to attempt a 1:1 remake.)
This tool extracts faces while keeping skinning data.
This tool for photoshop is intended to speed up exporting tileset images.
For this project there were a few problems when working with characters in Maya.
The solutions was a little window seen above.