No longer supported or provided. Updated: 2024JAN07
Unity 2018.1 :: Imported and works perfectly (no change).
Unity 5.6+ Update and Fade Support:
I placed a new shader code down below in the forum posts here. You can use that as an alternative until Unity supports Fade Mode receiving shadows. At this point not certain this will ever be solved by Unity.
Included:
Unity 5-2017-2018 (All Versions. Created in 5.1.2). Does not require Pro
Very fast 2-sided shader with excellent soft alpha blending
Only uses a Diffuse Alpha (rgba) (PNG), and Normal Map (PNG)
2 Sliders to control the material for Wet, Dry, Plastic, Metal, and Marble. (Can be controlled by script)
Works in all Unity 5-2017-2018 rendering modes: Forward Gamma, Forward Linear, Deferred Gamma, Deferred Linear
Detailed step-by-step PDF to show exactly how to Export hair from DAZ Studio, set up Textures, and Import all into Unity 5-2017-2018
DAZ Hair not required, any hair mesh with Diffuse Alpha will work. DAZ is an excellent resource for great hair and a lot of options
DAZ Licensing Information PDF to help clear up licensing for commercial projects (written by myself)
Not Included:
Hair and Genesis 2 Female figure shown in pictures are not included but are easily attainable.
No Demo scene since there are no models/meshes (shader only).
Asset Store Link: None…Free from Stand Sure Studio link above
The hair shader was declined but no reason was given. I sent a reply message to Unity Technologies in question if I needed to fix something in the package or if they are simply not interested in the hair shader on the asset store. Once I know I will post here.
The Blacksmitth Hair Shader is very specialized and difficult to set up. The results are solid. The Genesis Hair Shader is very simple to set up the Diffuse RGBA PNG and Normal Map as well as giving many options in how the hair needs to look. One other nice thing is the Genesis Hair Shader may be used for many other things that require Soft Alpha Blend, Plastics, Metals, and Glossy Stonework. A really solid shader that is very difficult to break.
In any case. Thank you for the response. If this ends up being a no go on the asset store I may simply give this away for free since it is very handy and there are very very few hair shaders for Unity out there.
i tested your asset it’s great ! but i have one question when i pass a room using reflection probes the hair had white dots every where any idea how to over come that issue ?
Sorry for late reply. You may have already found a solution but…in general make sure your bounding box for the reflection probe is the same size as your room. If you enter the room with the probes I believe it is the Specular that is doing what you are seeing…and my answer…
Personally I have stopped using reflection probes in general. I still use them for very specific things but even then I have moved away from reflection probes. You may have seen in other games and such where a shiny droid or shiny object ‘appears’ to have a reflective surface. Well…it is smoke an mirrors if you look closely. Basically it is a texture overlay in a shader with a a metallic and slick surface…not really reflecting the actual surroundings. Happens all the time. This is the path I went to for reflective objects.
Since I have stopped using reflection probes I have a lot less shader issues (particularly the custom ones). I know it sounds like the easy way out but there are many things in Unity 5 that sort of work…are being improved…but are just not ready yet. It is what it is.
I tried it with my IClone characters hair and it looks okay using unity 5.5, but I’m having an issue after deploying my application (which works in a transparent click-through window) where the hair is completely invisible while white a image is under it and somehow transparent when darker colored images are under it.
Any suggestions?
Your description is difficult to understand. What you could be experiencing is a render queue ordering or Z-Buffer issues with transparency and/or your images. A picture may help.
The pictures at the top of this forum or my site are taken in 5.4 beta version but did work in all the updates. I have upgraded my project to 5.5 but I have not used Unity much at all since moving to UE4 completely. You can see in them that the Body/Skin is ‘Under’ the hair and both the transparency and shadowing is working correctly.
One thing to possibly check for is what Unity Tech changed in v5.5. One thing in particular is that the Z-Buffer is inverted now and other shader changes have taken place. I had to fix a lot of custom shader code to get the project converted to v5.5 but I have not done any testing at all in it. The Genesis Hair Shader is a custom soft alpha that was really finicky to get solid. It may be an easy fix from the v5.5 changes Unity did. Or maybe not.
So…I was actually getting ready to get back into the character side of things so this would have been a test in any case. The good news is the Genesis Hair Shader continues to work as expected. I am not certain what is broken on your end.
Current Project:
Unity v5.6.0f3
DirectX11
Full GI…this pic has no Post FX or any other added camera layers. Just raw camera and Directional Light.
Note: For best lighting results your directional light should be from 0.1-ish to 1.75-ish lower can ruin your normal map and higher will create bad lighting rendering exposure issues.
So as it stands…this Hair Shader continues to work with all versions…especially 5.4+ :)
**I tested my Eye Shader as well…same result with version.