jiaozi158 / shellfururp Goto Github PK
View Code? Open in Web Editor NEWGeometry/Multi-Pass Shell-based Fur shader for Unity's URP (Universal Render Pipeline). Based on hecomi's UnityFurURP Repository.
License: Other
Geometry/Multi-Pass Shell-based Fur shader for Unity's URP (Universal Render Pipeline). Based on hecomi's UnityFurURP Repository.
License: Other
I'm trying to use this in a VR project, however, when compiling the shader variants, these 2 errors come up:
Shader error in 'Universal Render Pipeline/Fur/Shell/Lit': gs_4_0 does not allow instancing at Assets/Mods/Avatars/Mae/Shaders/Shell/Depth.hlsl(153) (on d3d11)
Shader error in 'Universal Render Pipeline/Fur/Shell/Lit': gs_4_0 does not allow instancing at Assets/Mods/Avatars/Mae/Shaders/Shell/DepthNormals.hlsl(165) (on d3d11)
In game, anything in the depth texture becomes visible on objects with the shader in only the right eye. In the left eye, it looks normal.
I am not sure if it is specific to the fork of the URP I am using, I have not tested in a standard URP project.
I am using Stress Level Zero's URP.
Hello, can I ask a few questions? I would like the borders of each layer to gradually become transparent instead of abruptly ending, and I also want the shade of each layer to change gradually.
I see similar settings in the "Physical Hair Material Settings" section, but changing these settings doesn't seem to have any effect. Are these the settings I need? And why am I not seeing any changes from adjusting them? I am using Unity version 2022.3.7f1 and when I run your project, I get a series of warnings. However, everything else seems to be working fine.
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