furFX Mobile - Physics-based Fur Shaders[/B] Asset Store Link Youtube Video (desktop version) Information Pack contains multipass FUR shaders for Mobile with many extra features like physics based fur movement, fur gravity, custom coloring etc. Shaders are compiled. Main features - Unity 3.5.x and 4.x compatible - Tested on iOS and Android devices - Works on SM2.0 and Unity Basic - Fur Wind Simulation - Fur Gravity Simulation - Fur Rigidbody Forces Simulation - Fur Thickness, Fur Coloring, Fur Shading, Fur Length, Hair Hardness - Fur Length Mask - Fur Rim Light - Fur Cubemap Reflection - Directional Light + up to 4 vertex lights - 5 sample fur textures with alpha mask - - 5,10,20 Layer Basic Shaders* - - 5,10,20 Layer Advanced Shaders* - - 5,10,20 Layer Unlit Shaders* - *- 5,10,20 Layer Basic NoClip(for Android) Shaders[/B]** - - Directional Light, Ambient Light and Specular* - - Model Cast Shadow* - Use instruction* - *Assign fur shader for your material. If you wanna extra effects like fur gravity, movement with rigidbody velocity or wind - you need to add <FurForce.js> script to object.** - *You can also control fur movement by yourself - look into FurForce.js to see how to pass fur movement Vector into shader.** - Shader Parameters Description* - - Color (RGB) - material color* - - Specular Material Color (RGB) - specular light color* - - Shininess - specular shininess factor* - - Fur Length - length of fur* - *- Base (RGB) - main texture (RGB). Alpha works like fur mask.** - *- Noise (RGB) - noise texture. Assign one of prepared 2 or make yours.** - - Alpha Cutoff - alpha cutoff factor* - - Edge Fade - how much fur go into transparent when more far from core* - - Fur Hardness - how much fur hold on place after applying gravity or other forces* - - Fur Thinness - thinness of fur* - - Fur Shading - how much fur color go darker when closer to fur core* - - Mask Alpha Factor - factor of alpha mask taked from main texture* - - Force - force working of fur* - Advanced Shaders Bonus Parameters* - *- Rim Color - color of rim lightning (more dark = less visible)** - - Rim Power - power of rim* - - Reflection Map - cubemap reflection* - - Reflection Power - alpha of reflection cubemap* - Version History*
__- *
[quote]__
__- 1.0 Initial Version__ - *[/quote]
** __- Screens from Android and iOS__ - *
THIS IS INCREDIBLE. OMG. I can’t believe you got this amazing realism to work seamlessly on MOBILE. You guys are totally amazing. I’m writing you a great review. Seriously, this shader is jaw dropping. I’m in awe.
I’m looking to buy Fur FX, but I’m a bit confused. These mobile versions look essentially identical in quality and features to the non-mobile version. Is there a reason NOT to simply purchase these mobile versions and use them on all platforms (PC included)? Or will I be losing out on features/quality by using the mobile versions in a PC release?
I love how you’ve added a physics wave to the fur.
I am just thinking out loud here, but if you could supply an additional RGB normal map input instead of just a gravity/momentum vector, and affect the “nap” direction based on the normal map, and then you “drew” onto this normal map based on a tablet’s touch interface, you would have pettable fur.
You can buy Mobile but you need to know that desktop versions have (and will have in future) more advanced shaders (self shadowing, shell shader) so its up to you if you wanna stick to simplified mobile version (maybe you dont need so much advanced effects for your project).
Thanks! Yeah its good idea and I have it from long time in my head. But … not in mobile version - this will kill mobile performance so it will be in future but in desktop edition
This is great. I have got this working very nicely for my mammoths in Mammoth Gravity Battles, and they are looking proper woolly now. A couple of things I would like to request - will you be looking at supporting point lights in the future? Also will there be any way to control the initial direction of hairs through a texture (normalmap?) - I think for many types if fur it looks too neat, animal fur has swirls and clumps.
Hah this mammoth looks great! I send you info how to change max hair length in private.
About point lights - I dont know if mobile will hand it - Im planning to make it work with probes - how you think?
About hair control - first I need implement this in desktop version and than I will see if this will work good on mobile - if so - I will add it also.
Asset will be updated like all my assets so there are new things to come!
I totally understand that hair control and point lights might not be for mobile, that’s fair enough, and I would be happy to buy the non mobile shader for those features. As for probes, I can see why you would use them, it would be good if you could manage it without for those without pro.
Either way, its great to see such good plans to evolve the fur shader.
I just bought this nice furFx Mobile shader, I tested a few things, here are the two issues I have:
I created the fur on my model, it shows the fur, but fur also shows up inside the mouth, how can I remove that? do I have to create a separate object for the mouth inside? this is not a good option, because I have shapekey for the whole mouth.
There are some transparent slots where the background color shows up around the mouth lips and around eyebrows.
when I tested on my Samsun Driod Charge, the model with the fur shows up, but the eyeballs are away from the head in the back, the eyeballs are separate objects, so they do not have the shader with them, but in Unity, the eyeballs show correctly with the head together.
I donot need fur for the dog nose, how can I remove that? create a separate object for the nose?
Thanks for your response, for point 1, I can only see fur length slider or Mask alpha factor, which are related to fur length, where is the fur texture alpha? also when I change the fur length slider or alpha factor, the fur will change for the whole model, but I only need to set the mouth inside part and the nose part to my own texture without fur.
Alpha is 4th channel in your fur texture. Look at sample fur textures from pack - they all have alpha textures inside. Alpha controls where fur is.
You need to have UV mapping on your model to use it properly.
I am using your sample texture fur1, the fur spreads all over of the whole model, but certain area of the model I do not want fur like the nose. I have the UV mapping with my own texture, which does not have fur, you mean through UV mapping I can make some area not impacted by the fur shader? if Alpha controls where fur is, how do I set alpha value for certain area only on the model to make this area without fur?
So, you have your dog model. And you have this model uv mapped + you have your dog texture. In this texture you add alpha map and paint on this alpha map with grayscale. Black color mean no fur at all, white = fur length. Look :
Whole logo is made on 1 texture (with alpha) - look how R is higher than red circle. By changing alpha of some pixels on texture, you can “tell” shader to not generate fur at all. If you still confused the best will be for you to send me your dog model with texture and I will send you back how this can be done.
Thanks very much for your explanation, you are so helpful, I am trying to send you the model and textures via private message, but not sure how, I am new to this forum.
Hi Reddot! Thanks so much again for your amazing plugin. I’m using it to great effect bringing some hairy spiders to life: http://itunes.com/apps/spiderprank
My question is: does your shader work with projectors? I’m using a projector to throw a splotchy glass like texture on my spiders so it looks like they’re crawling under glass. However, it doesn’t seem to be picking up on the fur shader. Do you have any thoughts for a workaround or a settings tweak that might help?