HDRP’s Physical Hair for URP
HDRP‑inspired physical hair rendering for URP. Marschner‑style R/TT/TRT highlights with dual‑scattering compensation, designed for Unity 6 and scalable across PC and GLES3 mobile.
by Bad Fat Dog
Price History +
Features
- Tri‑Color Gradient System (No Color Painting Needed)
- A procedural Root / Length / Tip gradient workflow with grey‑hair blending and per‑strand hue variation (mask/strand‑index driven), enabling natural hair color variation without authoring extra color textures.
- Marschner‑Inspired Physical Highlights (R / TT / TRT + Cuticle Control)
- Real‑time Marschner‑style R/TT/TRT highlight structure with cuticle angle and anisotropic strand direction control. Uses pre‑integrated 3D LUTs for azimuthal scattering to achieve stable, high‑quality hair specular response in URP.
- Multiple Scattering Compensation (Dual Scattering)
- Built‑in dual‑scattering term with pre‑integrated attenuation 3D LUTs to compensate energy/color from multiple scattering, improving perceived softness and reducing “plastic” looks, especially in backlit and grazing‑angle lighting.
- Unity 6 + Full URP Rendering Path Support
- Verified on Unity 6 across all URP rendering paths.
- Includes depth & alpha consistency handling for depth‑priming / prepass scenarios to prevent pass mismatches in complex URP configurations.
- Mobile‑Ready (Mid‑to‑High‑End Devices)
- Compatible with OpenGL ES 3.0+ (GLES3) and designed to be practical on mid‑to‑high‑end mobile hardware.