The Hair shaders exist to represent different varieties of character hair.
Please note that this shader uses a user-specified tangent vector that is constant for the whole surface to control the highlight rotation for the whole surface. It is a good idea to align the hair planes so that they are parallel in the UV mapping to ensure that the highlight is perpendicular to the hair strands.
NOTE: The hair BRDF doesn't interact correctly with our area light approximation, so it may look a little off in some circumstances.
HighQuality: Handles intersecting/overlapping sheets of hair with correct depth-sorting. Uses the cutoff parameter to control where it shifts from opaque cutouts to smooth blended edges.
LowQuality: Handles cheap fully opaque (eg. head hair) or non-overlapping translucent (eg. facial hair). Cutout is an option, but looks terrible due to pixel-crawling on edges.
OneSided: Hair that only renders front faces. Intended for optimizing hairs whose backfaces will never be visible (eg. facial hair, solid head hair, etc.).
TwoSided: Hair that renders both front and back faces.
Usage Rules
Name | Description |
---|---|
Forward Only | This shader always draws via the forward pass. |