Hi,
here some fast tests with DOTs and HDRP (DX11 and DX12 + DXR) who worked out great so far.
It´s based on VHair from kennux.
https://github.com/kennux/VHair
and comes with working wind and sphere colliders and is in an experimental stage.
I added, on a naiv approach, 3 hair layers (simple offsets) and with HDRP Hair Master Node.
2 opaque layers and one 1 transparent layer additive blended on the top to simulate sun bleeching.
So far on HDRP 7.1.6 DX11,
8x MSAA,
TAA,
IBL Lighting,
Directional Light,
Point Lights,
Shadows,
PPV3 DOF,
and PPV3 AO (still some little artifacts on the hair)
on a
skinned mesh and the wind
are working nicely.
Here some first movement and lighting tests with
around 12 000 strands (96 000 vertices)
The problem is the need of cranking up AO so much to get a dense behaviour towards the skin. However the scalp could be painted more dark by hand.
I did an second test with
HDRP 7.1.7 DX12 DXR
and used the PPV3 Raytraced AO between the skin and the hair layers per layer mask.
perfect!
Overall I think this is could be a way to go.
At the moment i am rendering and bursting 3 times the hair meshes per head whats pretty stupid.
With the new MeshAPI there should be further massive performance improvements possible
https://github.com/Unity-Technologies/MeshApiExamples-2020.1
I really like that the CPU is doing most all the work for interactivity.
I am using 3 sphere colliders here for head, neck and body.
There is a more modern approach here with sdf collision in the the new dev branch from TressFX,
So i think HDRP with Visual Effect Graph in combination with SG could be an potential solution too to directly build up on the 4.1 approach.