Comments (3)
I haven't actually tried this method, but I believed you can download shader graph package and use it in your Built-in RP project. And if it work, you can then set up your shader for partical hair like this video shows
https://youtu.be/9s-KEhQwcV0?t=220
from com.unity.demoteam.hair.
Thanks, it works!
from com.unity.demoteam.hair.
An example surface shader for the built-in RP is provided in HairMaterialDefaultLitBuiltin.shader. You should be able to write your own surface shader for hair by following the same basic pattern, replacing "BuiltinSurf" in "#pragma surface ..." with your own definition.
from com.unity.demoteam.hair.
Related Issues (20)
- Changes in UV data HOT 2
- Generate UVs for strands in order to work with HDRP Physical Hair Shader (HDRPSamples/PhysicalHair_Ribbon) HOT 1
- Alembic scene scale ruins the UV mesh resolving HOT 1
- Line Rendering Compositing Depth pass order HOT 2
- Feature request: Dynamic strand diameter HOT 2
- NaNs in latest update of hair package HOT 2
- Inquiry about VisionPro Device Compatibility with Unity's Hair System HOT 2
- can not install from package manager
- automatic migration of newer version of the package messes up LODs
- After importing this package, it prompts "Invalid worldAABB. Object is too large or too far away from the origin." and a suggestion. HOT 3
- HQ line renderer Upscale low resolution effect
- Using Alembic curves as guide lines to generate more curves for hair strands at runtime
- Surface type Hair Strand mode tanget normal not working
- Unity is crashing HOT 9
- SDF collisions are broken HOT 6
- Changing values in Play mode sometimes breaks Hair instance
- Unreal like non physics Static mesh LOD and Auto Hair Card LOD HOT 2
- Feature request / clarification: Translation of density probe texture HOT 1
- SDF collision does not respect scale of SDF HOT 1
- Preview for some hair assets seems broken
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from com.unity.demoteam.hair.