We are proudly presents out next complete solution on Unity Asset Store furFX - Physics-based Fur Shaders 1.6[/B] Asset Store Link Youtube Video Information Pack contains multipass FUR shaders with many extra features like physics based fur movement, fur gravity, custom coloring etc. Shaders are compiled. Main features - PC and MAC compatible, Unity 3.5.x and 4.x compatible - Works on SM2.0 - Fur Wind Simulation - Fur Gravity Simulation - Fur Rigidbody Forces Simulation - Fur Thickness, Fur Coloring, Fur Shading, Fur Length, Hair Hardness - Fur Length Masking - Fur Rim Light - Fur Cubemap Reflection - Directional Light + up to 4 vertex lights - 5 sample fur textures with alpha mask - 5,10,20,40 Layer Basic Shaders (DX9 DX11) - 5,10,20,40 Layer Advanced Shaders (DX9 DX11) - 5,10,20,40 Layer Advanced Shell Shaders (DX9 DX11) - 10,20 Layer Self Shadowing Advanced Shaders (DX9 DX11) - 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 - Fur Coloring - adding color mixing from noise texture - 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
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[quote]** 1.0 Initial Version 1.1 Fixed fur alpha problems 1.2 Added DX11 shaders 1.3 Added Local Fur Direction
** Fixed some bugs** 1.4 Added Advanced FurFX Shaders :
** - rim light**
** - cubemap mapping**
** - directional + up to 4 vertex lights support**
** All 1.3 shaders are now called Basic FurFX**
** Fixed Texture Alpha Mask - now works like it suppose to work - by limiting max fur length (can be override by Mask Alpha Factor)**
** Added sample torus scene**
** Fixed grass scene - less wind for better effect (see Wind Factor Force in <furforce.js>)**
** Changed some textures for illustrating how alpha mask works** 1.5 Added Shell Shader 5,10,20 and 40 layer Advanced
** Added Cartoon Fur Example with noise and fur texture** 1.6 Added Self Shadow Test Shaders (Blend and Cutout versions) for DX9 and DX11
** Added Alpha Mask Sample Scene**
** Added Shell DX11 Shaders**
** Fixed problem with Unity 4.x + Point Lights + Fog**
**[/quote]
** Promo screenshots (click for bigger) [/FONT]
Is this the same shells and fins tech that’s been out for a decade? Don’t mean to sound snide, honestly curious. Obviously there are improvements on top of it still, like physics stuff.
I only ask because it’d be awesome if this also came with fur shaders that utilize DX11 (Hull and Domain shaders) and also tessellation is perfectly acceptable for fur too, as shown in the Unity demo (bunny slippers).
Thanks for good words! Here are answers for your questions :
Whats tech behind this?
Yes its shells based shader, this mean its multipass shader. It’s writed from scratch with custom vertex lightning, fur movement and various coloring. In package there are sets of shaders with 5/10/20/40 passes.
Where it works?
PC and MAC (Unity 3.5 and Unity 4.x) - tested on both systems and Unity apps.
Is it works on SM2.0?
Yes - like Ive answered above - its multipass and one pass is no problem for SM2.0
How many passes/quality of fur you wanna depends on you. For example 20 pass fur take 20 draw calls of course. 5 pass fur - 5 calls and so on.
Mobile?
Not on start - but in plans.
How simple/complicated is to use it
Very simple - just assign shader to material and thats all Pack comes with few sample textures so you can start from first few seconds.
If you wanna extra effects like fur gravity, movement with rigidbody velocity or wind - you need to add one script to object. Thats all. Rest is playing with params to suit your needs.
You can also control fur movement by yourself - you can look into script from package and you will know how to make this. Its simple passing Vector3 into material.
Is it work with DOF postprocess?
Not perfect - cause fur is transparent and don’t write depth for DOF. If anyone wanna help me fixing it faster - I’m open for cooperation. In next version we will work to make it work pixelperfect with DOF.
Here is screen how its looking now with DOF on Unity 3.5
Can we use it to simulate grass?
This can be done - you can set wind velocity only work on XZ axis but keep in mind that this is shell fur - so if you wanna waving grass - fur on all mesh will bend in the same direction - not so fancy for grass. For grass better use effect that “fakes” grass inside frag shader - I saw it somewere on Asset Store.
edit : Ive testes grass fur on flat surface. You need play with some settings to look how you wanna but this is what I made in few seconds.
DX11 version
After successful start with DX9 and OGL version I will work on DX11 version with Hull and Domain shaders. But I wanna first focus on making dx9 and ogl version suitable for all users.
Near future of asset
Like all my shader assets - its evolving every week or two there. We are also adding new shaders that you will request for us. With Car Paint Shaders we start with few shaders and now we have 30+ Like with Car Paint Shaders (both Desktop and Mobile) we wanna create complete and most complex fur shaders set for Unity.
With sample dog on scene and 20-pass fur shader I have about 8000 FPS
Keep in mind that multipass fur render N-pass times the same mesh to create fur effect.