├── .gitignore ├── Assets ├── ExampleAssets.meta ├── ExampleAssets │ ├── Materials.meta │ ├── Materials │ │ ├── ConstructionLight_Mat.mat │ │ ├── ConstructionLight_Mat.mat.meta │ │ ├── DryWallPainted_Mat.mat │ │ ├── DryWallPainted_Mat.mat.meta │ │ ├── DryWall_Mat.mat │ │ ├── DryWall_Mat.mat.meta │ │ ├── Ground_Mat.mat │ │ ├── Ground_Mat.mat.meta │ │ ├── Hammer_Mat.mat │ │ ├── Hammer_Mat.mat.meta │ │ ├── HardHat_Mat.mat │ │ ├── HardHat_Mat.mat.meta │ │ ├── Jigsaw_Mat.mat │ │ ├── Jigsaw_Mat.mat.meta │ │ ├── LightBulb_Mat.mat │ │ ├── LightBulb_Mat.mat.meta │ │ ├── Liquid_Mat.mat │ │ ├── Liquid_Mat.mat.meta │ │ ├── Metal_Blue_Simple_Mat.mat │ │ ├── Metal_Blue_Simple_Mat.mat.meta │ │ ├── Metal_Simple_Mat.mat │ │ ├── Metal_Simple_Mat.mat.meta │ │ ├── OBS_Mat.mat │ │ ├── OBS_Mat.mat.meta │ │ ├── Paint1G_WAnim_Material.mat │ │ ├── Paint1G_WAnim_Material.mat.meta │ │ ├── PaintBrush_Mat.mat │ │ ├── PaintBrush_Mat.mat.meta │ │ ├── PaintLabel_Mat.mat │ │ ├── PaintLabel_Mat.mat.meta │ │ ├── Plastic_Black_Mat.mat │ │ ├── Plastic_Black_Mat.mat.meta │ │ ├── Plastic_Gray_Mat.mat │ │ ├── Plastic_Gray_Mat.mat.meta │ │ ├── Plastic_Ridges_Mat.mat │ │ ├── Plastic_Ridges_Mat.mat.meta │ │ ├── Plastic_Rough_Mat.mat │ │ ├── Plastic_Rough_Mat.mat.meta │ │ ├── Plastic_Transparent.mat │ │ ├── Plastic_Transparent.mat.meta │ │ ├── Plastic_White_Mat.mat │ │ ├── Plastic_White_Mat.mat.meta │ │ ├── Plastic_Yellow_Mat.mat │ │ ├── Plastic_Yellow_Mat.mat.meta │ │ ├── Strap_Mat.mat │ │ ├── Strap_Mat.mat.meta │ │ ├── Stud_Mat.mat │ │ └── Stud_Mat.mat.meta │ ├── Models.meta │ ├── Models │ │ ├── ConstructionLight_Low.fbx │ │ ├── ConstructionLight_Low.fbx.meta │ │ ├── Stud.fbx │ │ ├── Stud.fbx.meta │ │ ├── Workbench.fbx │ │ ├── Workbench.fbx.meta │ │ ├── Workbench_Low.fbx │ │ ├── Workbench_Low.fbx.meta │ │ ├── Workshop_Set.fbx │ │ ├── Workshop_Set.fbx.meta │ │ ├── brush_low.fbx │ │ ├── brush_low.fbx.meta │ │ ├── hammer_low.fbx │ │ ├── hammer_low.fbx.meta │ │ ├── jigsaw_low.fbx │ │ ├── jigsaw_low.fbx.meta │ │ ├── magneticlevel_low.fbx │ │ ├── magneticlevel_low.fbx.meta │ │ ├── paintbucket_low.fbx │ │ ├── paintbucket_low.fbx.meta │ │ ├── safetygoggles_low.fbx │ │ ├── safetygoggles_low.fbx.meta │ │ ├── safetyhat_low.fbx │ │ ├── safetyhat_low.fbx.meta │ │ ├── small_plane.fbx │ │ └── small_plane.fbx.meta │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── Construction Light Low.prefab │ │ ├── Construction Light Low.prefab.meta │ │ ├── Paint Supplies.prefab │ │ ├── Paint Supplies.prefab.meta │ │ ├── Props.prefab │ │ ├── Props.prefab.meta │ │ ├── Workbench.prefab │ │ ├── Workbench.prefab.meta │ │ ├── Workbench_LOD0.prefab │ │ ├── Workbench_LOD0.prefab.meta │ │ ├── Workbench_LOD1.prefab │ │ ├── Workbench_LOD1.prefab.meta │ │ ├── Workshop Set.prefab │ │ └── Workshop Set.prefab.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── Paint1G_WAnim_Shader.shadergraph │ │ └── Paint1G_WAnim_Shader.shadergraph.meta │ ├── Textures.meta │ └── Textures │ │ ├── Concrete.meta │ │ ├── Concrete │ │ ├── Ground_Albedo.tif │ │ ├── Ground_Albedo.tif.meta │ │ ├── Ground_MetallicOcculusionSmoothness.tif │ │ ├── Ground_MetallicOcculusionSmoothness.tif.meta │ │ ├── Ground_Normal.tif │ │ └── Ground_Normal.tif.meta │ │ ├── Drywall.meta │ │ ├── Drywall │ │ ├── DrywallPainted_Normal.tif │ │ ├── DrywallPainted_Normal.tif.meta │ │ ├── Drywall_Albedo.tif │ │ ├── Drywall_Albedo.tif.meta │ │ ├── Drywall_AlbedoSmoothness.tif │ │ ├── Drywall_AlbedoSmoothness.tif.meta │ │ ├── Drywall_Normal.tif │ │ └── Drywall_Normal.tif.meta │ │ ├── Metal.meta │ │ ├── Metal │ │ ├── Metal_Albedo.tif │ │ ├── Metal_Albedo.tif.meta │ │ ├── Metal_MetallicSmoothness.tif │ │ ├── Metal_MetallicSmoothness.tif.meta │ │ ├── Metal_Normal.tif │ │ └── Metal_Normal.tif.meta │ │ ├── Plastic.meta │ │ ├── Plastic │ │ ├── Elastic_MetallicOcculusionSmoothness.tif │ │ ├── Elastic_MetallicOcculusionSmoothness.tif.meta │ │ ├── Elastic_Normal.tif │ │ ├── Elastic_Normal.tif.meta │ │ ├── PlasticRidges_Albedo.tif │ │ ├── PlasticRidges_Albedo.tif.meta │ │ ├── PlasticRidges_MetallicOcculusionSmoothness.tif │ │ ├── PlasticRidges_MetallicOcculusionSmoothness.tif.meta │ │ ├── PlasticRidges_Normal.tif │ │ ├── PlasticRidges_Normal.tif.meta │ │ ├── PlasticRough_Albedo.tif │ │ ├── PlasticRough_Albedo.tif.meta │ │ ├── PlasticRough_MetallicOcculusionSmoothness.tif │ │ ├── PlasticRough_MetallicOcculusionSmoothness.tif.meta │ │ ├── Plastic_AlbedoSmoothness.tif │ │ ├── Plastic_AlbedoSmoothness.tif.meta │ │ ├── Plastic_Normal.tif │ │ └── Plastic_Normal.tif.meta │ │ ├── Props.meta │ │ ├── Props │ │ ├── Construction_Light.meta │ │ ├── Construction_Light │ │ │ ├── ConstructionLight_Albedo.tif │ │ │ ├── ConstructionLight_Albedo.tif.meta │ │ │ ├── ConstructionLight_MetallicOcculusionSmoothness.tif │ │ │ └── ConstructionLight_MetallicOcculusionSmoothness.tif.meta │ │ ├── Hammer.meta │ │ ├── Hammer │ │ │ ├── Hammer_Albedo.tif │ │ │ ├── Hammer_Albedo.tif.meta │ │ │ ├── Hammer_MetallicOcculusionSmoothness.tif │ │ │ ├── Hammer_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── Hammer_Normal.tif │ │ │ └── Hammer_Normal.tif.meta │ │ ├── HardHat.meta │ │ ├── HardHat │ │ │ ├── SafetyHat_Albedo.tif │ │ │ ├── SafetyHat_Albedo.tif.meta │ │ │ ├── SafetyHat_MetallicOcculusionSmoothness.tif │ │ │ ├── SafetyHat_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── SafetyHat_Normal.tif │ │ │ └── SafetyHat_Normal.tif.meta │ │ ├── Jigsaw.meta │ │ ├── Jigsaw │ │ │ ├── Jigsaw_Albedo.tif │ │ │ ├── Jigsaw_Albedo.tif.meta │ │ │ ├── Jigsaw_MetallicOcculusionSmoothness.tif │ │ │ ├── Jigsaw_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── Jigsaw_Normal.tif │ │ │ └── Jigsaw_Normal.tif.meta │ │ ├── Paint.meta │ │ └── Paint │ │ │ ├── Paint1G_Albedo.tif │ │ │ ├── Paint1G_Albedo.tif.meta │ │ │ ├── Paint1G_MetallicOcculusionRoughness.tif │ │ │ ├── Paint1G_MetallicOcculusionRoughness.tif.meta │ │ │ ├── Paint1G_Normal.tif │ │ │ ├── Paint1G_Normal.tif.meta │ │ │ ├── Paint5G_AlbedoSmoothness.tif │ │ │ ├── Paint5G_AlbedoSmoothness.tif.meta │ │ │ ├── PaintAnimMask.tif │ │ │ ├── PaintAnimMask.tif.meta │ │ │ ├── PaintLabel.tif │ │ │ ├── PaintLabel.tif.meta │ │ │ ├── Paintbrush_Albedo.tif │ │ │ ├── Paintbrush_Albedo.tif.meta │ │ │ ├── Paintbrush_MetallicOcculusionSmoothness.tif │ │ │ ├── Paintbrush_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── Paintbrush_Normal.tif │ │ │ └── Paintbrush_Normal.tif.meta │ │ ├── Wood.meta │ │ └── Wood │ │ ├── OBS_Albedo.tif │ │ ├── OBS_Albedo.tif.meta │ │ ├── OBS_MetallicOcculusionSmoothness.tif │ │ ├── OBS_MetallicOcculusionSmoothness.tif.meta │ │ ├── OBS_Normal.tif │ │ ├── OBS_Normal.tif.meta │ │ ├── Plywood_Albedo.tif │ │ ├── Plywood_Albedo.tif.meta │ │ ├── Plywood_MetallicOcculusionSmoothness.tif │ │ ├── Plywood_MetallicOcculusionSmoothness.tif.meta │ │ ├── Plywood_Normal.tif │ │ └── Plywood_Normal.tif.meta ├── Fur.meta ├── Fur │ ├── Materials.meta │ ├── Materials │ │ ├── Fur Fin Lit Grass.mat │ │ ├── Fur Fin Lit Grass.mat.meta │ │ ├── Fur Fin Lit Grid.mat │ │ ├── Fur Fin Lit Grid.mat.meta │ │ ├── Fur Fin Lit Yellow.mat │ │ ├── Fur Fin Lit Yellow.mat.meta │ │ ├── Fur Fin Unlit.mat │ │ ├── Fur Fin Unlit.mat.meta │ │ ├── Fur Geometry Lit Metal.mat │ │ ├── Fur Geometry Lit Metal.mat.meta │ │ ├── Fur Geometry Lit.mat │ │ ├── Fur Geometry Lit.mat.meta │ │ ├── Fur Geometry Unlit.mat │ │ ├── Fur Geometry Unlit.mat.meta │ │ ├── Fur Shell Lit Leopard.mat │ │ ├── Fur Shell Lit Leopard.mat.meta │ │ ├── Fur Shell Lit.mat │ │ ├── Fur Shell Lit.mat.meta │ │ ├── Fur Shell Unlit.mat │ │ └── Fur Shell Unlit.mat.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── Compare.unity │ │ ├── Compare.unity.meta │ │ ├── Fin.unity │ │ ├── Fin.unity.meta │ │ ├── Geometry.unity │ │ ├── Geometry.unity.meta │ │ ├── Mover.unity │ │ ├── Mover.unity.meta │ │ ├── Shell.unity │ │ └── Shell.unity.meta │ ├── Scripts.meta │ ├── Scripts │ │ ├── FurMover.cs │ │ ├── FurMover.cs.meta │ │ ├── MoveAndRotateObject.cs │ │ └── MoveAndRotateObject.cs.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── Common.meta │ │ ├── Common │ │ │ ├── Common.hlsl │ │ │ └── Common.hlsl.meta │ │ ├── Fin.meta │ │ ├── Fin │ │ │ ├── Lit.hlsl │ │ │ ├── Lit.hlsl.meta │ │ │ ├── Lit.shader │ │ │ ├── Lit.shader.meta │ │ │ ├── LitTessellation.hlsl │ │ │ ├── LitTessellation.hlsl.meta │ │ │ ├── Param.hlsl │ │ │ ├── Param.hlsl.meta │ │ │ ├── Shadow.hlsl │ │ │ ├── Shadow.hlsl.meta │ │ │ ├── Unlit.hlsl │ │ │ ├── Unlit.hlsl.meta │ │ │ ├── Unlit.shader │ │ │ ├── Unlit.shader.meta │ │ │ ├── UnlitTessellation.hlsl │ │ │ └── UnlitTessellation.hlsl.meta │ │ ├── Geometry.meta │ │ ├── Geometry │ │ │ ├── Lit.hlsl │ │ │ ├── Lit.hlsl.meta │ │ │ ├── Lit.shader │ │ │ ├── Lit.shader.meta │ │ │ ├── LitTessellation.hlsl │ │ │ ├── LitTessellation.hlsl.meta │ │ │ ├── Param.hlsl │ │ │ ├── Param.hlsl.meta │ │ │ ├── Shadow.hlsl │ │ │ ├── Shadow.hlsl.meta │ │ │ ├── Unlit.hlsl │ │ │ ├── Unlit.hlsl.meta │ │ │ ├── Unlit.shader │ │ │ ├── Unlit.shader.meta │ │ │ ├── UnlitTessellation.hlsl │ │ │ └── UnlitTessellation.hlsl.meta │ │ ├── Shell.meta │ │ └── Shell │ │ │ ├── Depth.hlsl │ │ │ ├── Depth.hlsl.meta │ │ │ ├── DepthNormals.hlsl │ │ │ ├── Lit.hlsl │ │ │ ├── Lit.hlsl.meta │ │ │ ├── Lit.shader │ │ │ ├── Lit.shader.meta │ │ │ ├── Param.hlsl │ │ │ ├── Param.hlsl.meta │ │ │ ├── Shadow.hlsl │ │ │ ├── Shadow.hlsl.meta │ │ │ ├── Unlit.hlsl │ │ │ ├── Unlit.hlsl.meta │ │ │ ├── Unlit.shader │ │ │ └── Unlit.shader.meta │ ├── Textures.meta │ └── Textures │ │ ├── FurFin.png │ │ ├── FurFin.png.meta │ │ ├── FurFinHeight.png │ │ ├── FurFinHeight.png.meta │ │ ├── FurFinNormal.png │ │ ├── FurFinNormal.png.meta │ │ ├── FurFin_Blur.png │ │ ├── FurFin_Blur.png.meta │ │ ├── FurLeopard.jpg │ │ ├── FurLeopard.jpg.meta │ │ ├── FurNoise.png │ │ ├── FurNoise.png.meta │ │ ├── FurNormal.png │ │ └── FurNormal.png.meta ├── Materials.meta ├── Materials │ ├── Skybox_Mat.mat │ └── Skybox_Mat.mat.meta ├── Presets.meta ├── Presets │ ├── AudioCompressedInMemory.preset │ ├── AudioCompressedInMemory.preset.meta │ ├── AudioStreaming.preset │ ├── AudioStreaming.preset.meta │ ├── Defaults.meta │ ├── Defaults │ │ ├── AlbedoTexture_Default.preset │ │ ├── AlbedoTexture_Default.preset.meta │ │ ├── AudioDecompressOnLoad.preset │ │ ├── AudioDecompressOnLoad.preset.meta │ │ ├── DirectionalLight_Default.preset │ │ └── DirectionalLight_Default.preset.meta │ ├── NormalTexture.preset │ ├── NormalTexture.preset.meta │ ├── UtilityTexture.preset │ └── UtilityTexture.preset.meta ├── Readme.asset ├── Readme.asset.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.meta │ ├── SampleScene.unity │ ├── SampleScene.unity.meta │ ├── SampleScene │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── Lightmap-0_comp_dir.png │ │ ├── Lightmap-0_comp_dir.png.meta │ │ ├── Lightmap-0_comp_light.exr │ │ ├── Lightmap-0_comp_light.exr.meta │ │ ├── ReflectionProbe-0.exr │ │ ├── ReflectionProbe-0.exr.meta │ │ ├── ReflectionProbe-1.exr │ │ ├── ReflectionProbe-1.exr.meta │ │ ├── ReflectionProbe-2.exr │ │ ├── ReflectionProbe-2.exr.meta │ │ ├── ReflectionProbe-3.exr │ │ └── ReflectionProbe-3.exr.meta │ ├── SampleSceneLightingSettings.lighting │ └── SampleSceneLightingSettings.lighting.meta ├── Scripts.meta ├── Scripts │ ├── SimpleCameraController.cs │ └── SimpleCameraController.cs.meta ├── Settings.meta ├── Settings │ ├── ForwardRenderer.asset │ ├── ForwardRenderer.asset.meta │ ├── SampleSceneProfile.asset │ ├── SampleSceneProfile.asset.meta │ ├── UniversalRP-HighQuality.asset │ ├── UniversalRP-HighQuality.asset.meta │ ├── UniversalRP-LowQuality.asset │ ├── UniversalRP-LowQuality.asset.meta │ ├── UniversalRP-MediumQuality.asset │ └── UniversalRP-MediumQuality.asset.meta ├── TutorialInfo.meta └── TutorialInfo │ ├── Icons.meta │ ├── Icons │ ├── Help_Icon.png │ ├── Help_Icon.png.meta │ ├── UniversalIcon.png │ └── UniversalIcon.png.meta │ ├── Layout.wlt │ ├── Layout.wlt.meta │ ├── Scripts.meta │ └── Scripts │ ├── Editor.meta │ ├── Editor │ ├── ReadmeEditor.cs │ └── ReadmeEditor.cs.meta │ ├── Readme.cs │ └── Readme.cs.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md └── ShaderIncludes └── Packages ├── com.unity.collab-proxy ├── com.unity.ext.nunit ├── com.unity.ide.rider ├── com.unity.ide.visualstudio ├── com.unity.ide.vscode ├── com.unity.mathematics ├── com.unity.render-pipelines.core ├── com.unity.render-pipelines.universal ├── com.unity.searcher ├── com.unity.shadergraph ├── com.unity.test-framework ├── com.unity.textmeshpro └── com.unity.timeline /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Asset meta data should only be ignored when the corresponding asset is also ignored 18 | !/[Aa]ssets/**/*.meta 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | 63 | # Crashlytics generated file 64 | crashlytics-build.properties 65 | 66 | # Packed Addressables 67 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 68 | 69 | # Temporary auto-generated Android Assets 70 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 71 | /[Aa]ssets/[Ss]treamingAssets/aa/* 72 | 73 | /[Ww]iki/ 74 | shadertoolsconfig.json 75 | .vsconfig 76 | /Assets/HLSLToolsForVisualStudioConfigGenerator* 77 | /Assets/UnityChan* 78 | -------------------------------------------------------------------------------- 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c815c9d6afccaa84e95e2834f4a48dc5 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Fur/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 45da62f36a4e89549bb9b54d32bd9caf 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Fur/Scenes/Compare.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 50e74641c2959cf4683a08b709747e96 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Fur/Scenes/Fin.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0a1d6bed17804294caec4b81d7c468c7 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Fur/Scenes/Geometry.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7ccd803873e091e4d9fb89948701a70b 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Fur/Scenes/Mover.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f0fb7f8ef4de6134bbea7fcb85784a0e 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Fur/Scenes/Shell.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe92bf4fa2b27884c88079a1b264de8a 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Fur/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3624787b06f065a4d82a946a3bf1973d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Fur/Scripts/FurMover.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Fur 4 | { 5 | 6 | [RequireComponent(typeof(Renderer))] 7 | public class FurMover : MonoBehaviour 8 | { 9 | ComputeBuffer _buffer = null; 10 | 11 | void OnEnable() 12 | { 13 | int numVertices = 0; 14 | 15 | var meshFilter = GetComponent(); 16 | if (meshFilter) 17 | { 18 | numVertices = meshFilter.sharedMesh.vertexCount; 19 | } 20 | 21 | var skinnedMeshRenderer = GetComponent(); 22 | if (skinnedMeshRenderer) 23 | { 24 | numVertices = skinnedMeshRenderer.sharedMesh.vertexCount; 25 | } 26 | 27 | if (numVertices == 0) return; 28 | 29 | var renderer = GetComponent(); 30 | if (!renderer) return; 31 | 32 | _buffer = new ComputeBuffer(numVertices * 2, 12 * 3 + 4); 33 | Graphics.SetRandomWriteTarget(1, _buffer, true); 34 | 35 | foreach (var mat in renderer.materials) 36 | { 37 | mat.SetBuffer("_Buffer", _buffer); 38 | } 39 | } 40 | 41 | void OnDisable() 42 | { 43 | if (_buffer == null) return; 44 | 45 | _buffer.Dispose(); 46 | _buffer = null; 47 | } 48 | } 49 | 50 | } 51 | -------------------------------------------------------------------------------- /Assets/Fur/Scripts/FurMover.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 71fdec9eff40bd74e89ee877f7c30f17 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Fur/Scripts/MoveAndRotateObject.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Fur.Example 4 | { 5 | 6 | public class MoveAndRotateObject : MonoBehaviour 7 | { 8 | [SerializeField] float speed = 180; 9 | [SerializeField] Vector3 scale = Vector3.one; 10 | private float angle_ = 0f; 11 | private Vector3 axis_; 12 | private Vector3 center_; 13 | 14 | void Start() 15 | { 16 | axis_ = Random.insideUnitSphere; 17 | center_ = transform.position; 18 | } 19 | 20 | void Update() 21 | { 22 | angle_ += speed * Time.deltaTime; 23 | transform.rotation = Quaternion.AngleAxis(angle_, axis_); 24 | transform.position = center_ + new Vector3( 25 | scale.x * Mathf.Sin(Time.time * Mathf.PI * 0.5f), 26 | scale.y * Mathf.Cos(Time.time * Mathf.PI * 0.2f), 27 | scale.z * Mathf.Cos(Time.time * Mathf.PI * 0.3f)); 28 | } 29 | } 30 | 31 | } 32 | -------------------------------------------------------------------------------- /Assets/Fur/Scripts/MoveAndRotateObject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: de82a7a2b6db3a84e9da3eecd9dcd947 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e5d840c10f159546b1cbce4b93b3907 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Common.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dcea625319453744f8ac7bd006124c7f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Common/Common.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef FUR_COMMON_HLSL 2 | #define FUR_COMMON_HLSL 3 | 4 | #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl" 5 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl" 6 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" 7 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" 8 | 9 | float3 _LightDirection; 10 | float _ShadowExtraBias; 11 | 12 | inline float3 GetViewDirectionOS(float3 posOS) 13 | { 14 | float3 cameraOS = TransformWorldToObject(GetCameraPositionWS()); 15 | return normalize(posOS - cameraOS); 16 | } 17 | 18 | inline float3 CustomApplyShadowBias(float3 positionWS, float3 normalWS) 19 | { 20 | positionWS += _LightDirection * (_ShadowBias.x + _ShadowExtraBias); 21 | float invNdotL = 1.0 - saturate(dot(_LightDirection, normalWS)); 22 | float scale = invNdotL * _ShadowBias.y; 23 | positionWS += normalWS * scale.xxx; 24 | 25 | return positionWS; 26 | } 27 | 28 | inline float4 GetShadowPositionHClip(float3 positionWS, float3 normalWS) 29 | { 30 | positionWS = CustomApplyShadowBias(positionWS, normalWS); 31 | float4 positionCS = TransformWorldToHClip(positionWS); 32 | #if UNITY_REVERSED_Z 33 | positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); 34 | #else 35 | positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); 36 | #endif 37 | return positionCS; 38 | } 39 | 40 | float _RimLightPower; 41 | float _RimLightIntensity; 42 | 43 | void ApplyRimLight(inout float3 color, float3 posWS, float3 viewDirWS, float3 normalWS) 44 | { 45 | float viewDotNormal = abs(dot(viewDirWS, normalWS)); 46 | float normalFactor = pow(abs(1.0 - viewDotNormal), _RimLightPower); 47 | 48 | Light light = GetMainLight(); 49 | float lightDirDotView = dot(light.direction, viewDirWS); 50 | float intensity = pow(max(-lightDirDotView, 0.0), _RimLightPower); 51 | intensity *= _RimLightIntensity * normalFactor; 52 | #ifdef _MAIN_LIGHT_SHADOWS 53 | float4 shadowCoord = TransformWorldToShadowCoord(posWS); 54 | intensity *= MainLightRealtimeShadow(shadowCoord); 55 | #endif 56 | color += intensity * light.color; 57 | 58 | #ifdef _ADDITIONAL_LIGHTS 59 | int additionalLightsCount = GetAdditionalLightsCount(); 60 | for (int i = 0; i < additionalLightsCount; ++i) 61 | { 62 | int index = GetPerObjectLightIndex(i); 63 | Light light = GetAdditionalPerObjectLight(index, posWS); 64 | float lightDirDotView = dot(light.direction, viewDirWS); 65 | float intensity = max(-lightDirDotView, 0.0); 66 | intensity *= _RimLightIntensity * normalFactor; 67 | intensity *= light.distanceAttenuation; 68 | #ifdef _MAIN_LIGHT_SHADOWS 69 | intensity *= AdditionalLightRealtimeShadow(index, posWS); 70 | #endif 71 | color += intensity * light.color; 72 | } 73 | #endif 74 | } 75 | 76 | inline float rand(float2 seed) 77 | { 78 | return frac(sin(dot(seed.xy, float2(12.9898, 78.233))) * 43758.5453); 79 | } 80 | 81 | inline float3 rand3(float2 seed) 82 | { 83 | return 2.0 * (float3(rand(seed * 1), rand(seed * 2), rand(seed * 3)) - 0.5); 84 | } 85 | 86 | struct FurMoverData 87 | { 88 | float3 posWS; 89 | float3 dPosWS; 90 | float3 velocityWS; 91 | float time; 92 | }; 93 | 94 | RWStructuredBuffer _Buffer : register(u1); 95 | 96 | #endif -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Common/Common.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8474b79641f20b7469c41a5e203affb6 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Fin.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 834ff3b9fd837c54da7b4e1465a5a855 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Fin/Lit.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 88117956130c6ba42a710c24804f06f4 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Fin/Lit.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9f6e9468949ea454eb72b4edd48e6e3b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Fin/LitTessellation.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: babff1c9b4df36745be9de5b0d4ae5b7 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Fin/Param.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef FUR_FIN_PARAM_HLSL 2 | #define FUR_FIN_PARAM_HLSL 3 | 4 | float4 _AmbientColor; 5 | float _FaceViewProdThresh; 6 | float _FinLength; 7 | float _AlphaCutout; 8 | float _Occlusion; 9 | float _Density; 10 | float _RandomDirection; 11 | float4 _BaseMove; 12 | float4 _WindFreq; 13 | float4 _WindMove; 14 | int _FinJointNum; 15 | float _NormalScale; 16 | float _FaceNormalFactor; 17 | 18 | float _TessMinDist; 19 | float _TessMaxDist; 20 | float _TessFactor; 21 | 22 | TEXTURE2D(_FurMap); 23 | SAMPLER(sampler_FurMap); 24 | float4 _FurMap_ST; 25 | 26 | TEXTURE2D(_NormalMap); 27 | SAMPLER(sampler_NormalMap); 28 | float4 _NormalMap_ST; 29 | 30 | #endif -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Fin/Param.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: df72d5382e99b0e418663bf57c67904e 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Fin/Shadow.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5f6146a29de02ad4f9798208669a02fd 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Fin/Unlit.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1a68448f9e76b9349b16d41ac661ce03 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Fin/Unlit.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b2b893f23aa3cca45893c5c8c061df2f 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Fin/UnlitTessellation.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 64a6a3e1ffe4bab48ac4ced78df4f05f 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Geometry.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 024e1448e7ab7fa4bb35793d11595696 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Geometry/Lit.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 634d71d066da72d4881c66dea33f87c8 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Geometry/Lit.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6021d2c94df225f4b95594cee8f9ba72 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Geometry/LitTessellation.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d53cf8ccb0333f440afb627ab247d3b4 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Geometry/Param.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef FUR_GEOMETRY_PARAM_HLSL 2 | #define FUR_GEOMETRY_PARAM_HLSL 3 | 4 | float4 _AmbientColor; 5 | float _FurLength; 6 | int _FurJoint; 7 | float _Occlusion; 8 | float _RandomDirection; 9 | float _NormalFactor; 10 | 11 | float4 _BaseMove; 12 | float4 _WindFreq; 13 | float4 _WindMove; 14 | 15 | float _TessMinDist; 16 | float _TessMaxDist; 17 | float _TessFactor; 18 | 19 | float _MoveScale; 20 | float _Spring; 21 | float _Damper; 22 | float _Gravity; 23 | 24 | #endif -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Geometry/Param.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3470d2bfc0b4a964a863910c524439c2 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Geometry/Shadow.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fae6eb5ce177e304d86d2fddc72403a0 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Geometry/Unlit.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 78e9b7f2e4dafd54881eed60d5fdd44a 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Geometry/Unlit.shader: -------------------------------------------------------------------------------- 1 | Shader "Fur/Geometry/Unlit" 2 | { 3 | 4 | Properties 5 | { 6 | [Header(Basic)][Space] 7 | [MainColor] _BaseColor("Color", Color) = (0.5, 0.5, 0.5, 1) 8 | _BaseMap("Base Map", 2D) = "white" {} 9 | 10 | [Header(Fur)][Space] 11 | _FurLength("Fur Length", Range(0.0, 2.0)) = 0.3 12 | [IntRange] _FurJoint("Fur Joint", Range(0, 6)) = 3 13 | _Occlusion("Occlusion", Range(0.0, 1.0)) = 0.3 14 | _RandomDirection("Random Direction", Range(0.0, 1.0)) = 0.3 15 | 16 | [Header(Move)][Space] 17 | _BaseMove("Base Move", Vector) = (0.0, -0.0, 0.0, 3.0) 18 | _WindFreq("Wind Freq", Vector) = (0.5, 0.7, 0.9, 1.0) 19 | _WindMove("Wind Move", Vector) = (0.2, 0.3, 0.2, 1.0) 20 | 21 | [Header(Tesselation)][Space] 22 | _TessMinDist("Tesselation Min Distance", Range(0.1, 50)) = 1.0 23 | _TessMaxDist("Tesselation Max Distance", Range(0.1, 50)) = 10.0 24 | _TessFactor("Tessellation Factor", Range(1, 50)) = 10 25 | } 26 | 27 | SubShader 28 | { 29 | Tags 30 | { 31 | "RenderType" = "Opaque" 32 | "RenderPipeline" = "UniversalPipeline" 33 | "IgnoreProjector" = "True" 34 | } 35 | 36 | ZWrite On 37 | Cull Back 38 | 39 | Pass 40 | { 41 | Name "Unlit" 42 | 43 | HLSLPROGRAM 44 | #pragma exclude_renderers gles gles3 glcore 45 | #pragma multi_compile_fog 46 | #pragma vertex vert 47 | #pragma require tessellation tessHW 48 | #pragma hull hull 49 | #pragma domain domain 50 | #pragma require geometry 51 | #pragma geometry geom 52 | #pragma fragment frag 53 | #include "./Unlit.hlsl" 54 | #include "./UnlitTessellation.hlsl" 55 | ENDHLSL 56 | } 57 | 58 | Pass 59 | { 60 | Name "DepthOnly" 61 | Tags { "LightMode" = "DepthOnly" } 62 | 63 | ZWrite On 64 | ColorMask 0 65 | 66 | HLSLPROGRAM 67 | #pragma exclude_renderers gles gles3 glcore 68 | #pragma multi_compile_fog 69 | #pragma multi_compile _ DRAW_ORIG_POLYGON 70 | #pragma multi_compile _ APPEND_MORE_FINS 71 | #pragma vertex vert 72 | #pragma require tessellation tessHW 73 | #pragma hull hull 74 | #pragma domain domain 75 | #pragma require geometry 76 | #pragma geometry geom 77 | #pragma fragment frag 78 | #include "./Shadow.hlsl" 79 | #include "./UnlitTessellation.hlsl" 80 | ENDHLSL 81 | } 82 | 83 | Pass 84 | { 85 | Name "ShadowCaster" 86 | Tags {"LightMode" = "ShadowCaster" } 87 | 88 | ZWrite On 89 | ZTest LEqual 90 | ColorMask 0 91 | 92 | HLSLPROGRAM 93 | #pragma exclude_renderers gles gles3 glcore 94 | #pragma multi_compile_fog 95 | #pragma multi_compile _ DRAW_ORIG_POLYGON 96 | #pragma multi_compile _ APPEND_MORE_FINS 97 | #pragma vertex vert 98 | #pragma require tessellation tessHW 99 | #pragma hull hull 100 | #pragma domain domain 101 | #pragma require geometry 102 | #pragma geometry geom 103 | #pragma fragment frag 104 | #define SHADOW_CASTER_PASS 105 | #include "./Shadow.hlsl" 106 | #include "./UnlitTessellation.hlsl" 107 | ENDHLSL 108 | } 109 | } 110 | 111 | } 112 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Geometry/Unlit.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 990ce58e22d045c49a83c04181a30ca4 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Geometry/UnlitTessellation.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7a78ce221b91bae44b310e0759f4d01a 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Shell.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 92170316cb66bbd409104d745d01b69a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Shell/Depth.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef FUR_SHELL_DEPTH_HLSL 2 | #define FUR_SHELL_DEPTH_HLSL 3 | 4 | #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl" 5 | #include "./Param.hlsl" 6 | 7 | struct Attributes 8 | { 9 | float4 positionOS : POSITION; 10 | float3 normalOS : NORMAL; 11 | float4 tangentOS : TANGENT; 12 | float2 uv : TEXCOORD0; 13 | }; 14 | 15 | struct Varyings 16 | { 17 | float4 vertex : SV_POSITION; 18 | float2 uv : TEXCOORD0; 19 | float fogCoord : TEXCOORD1; 20 | float layer : TEXCOORD2; 21 | }; 22 | 23 | Attributes vert(Attributes input) 24 | { 25 | return input; 26 | } 27 | 28 | void AppendShellVertex(inout TriangleStream stream, Attributes input, int index) 29 | { 30 | Varyings output = (Varyings)0; 31 | 32 | VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); 33 | VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); 34 | 35 | float moveFactor = pow(abs((float)index / _ShellAmount), _BaseMove.w); 36 | float3 posOS = input.positionOS.xyz; 37 | float3 windAngle = _Time.w * _WindFreq.xyz; 38 | float3 windMove = moveFactor * _WindMove.xyz * sin(windAngle + posOS * _WindMove.w); 39 | float3 move = moveFactor * _BaseMove.xyz; 40 | 41 | float3 shellDir = normalize(normalInput.normalWS + move + windMove); 42 | float3 posWS = vertexInput.positionWS + shellDir * (_ShellStep * index); 43 | float4 posCS = TransformWorldToHClip(posWS); 44 | 45 | output.vertex = posCS; 46 | output.uv = TRANSFORM_TEX(input.uv, _BaseMap); 47 | output.fogCoord = ComputeFogFactor(posCS.z); 48 | output.layer = (float)index / _ShellAmount; 49 | 50 | stream.Append(output); 51 | } 52 | 53 | [maxvertexcount(128)] 54 | void geom(triangle Attributes input[3], inout TriangleStream stream) 55 | { 56 | [loop] for (float i = 0; i < _ShellAmount; ++i) 57 | { 58 | [unroll] for (float j = 0; j < 3; ++j) 59 | { 60 | AppendShellVertex(stream, input[j], i); 61 | } 62 | stream.RestartStrip(); 63 | } 64 | } 65 | 66 | void frag( 67 | Varyings input, 68 | out float4 outColor : SV_Target, 69 | out float outDepth : SV_Depth) 70 | { 71 | float4 furColor = SAMPLE_TEXTURE2D(_FurMap, sampler_FurMap, input.uv / _BaseMap_ST.xy * _FurScale); 72 | float alpha = furColor.r * (1.0 - input.layer); 73 | if (input.layer > 0.0 && alpha < _AlphaCutout) discard; 74 | 75 | outColor = outDepth = input.vertex.z / input.vertex.w; 76 | } 77 | 78 | #endif -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Shell/Depth.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0e62ec5f673ee624f9f67c1d7e5c3392 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Shell/DepthNormals.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef FUR_SHELL_DEPTH_NORMALS_HLSL 2 | #define FUR_SHELL_DEPTH_NORMALS_HLSL 3 | 4 | #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" 5 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl" 6 | #include "./Param.hlsl" 7 | 8 | struct Attributes 9 | { 10 | half4 positionOS : POSITION; 11 | half3 normalOS : NORMAL; 12 | half4 tangentOS : TANGENT; 13 | float2 uv : TEXCOORD0; 14 | }; 15 | 16 | struct Varyings 17 | { 18 | float4 vertex : SV_POSITION; 19 | float2 uv : TEXCOORD0; 20 | float layer : TEXCOORD1; 21 | float3 normalWS : TEXCOORD2; 22 | float3 tangentWS : TEXCOORD3; 23 | float3 posWS : TEXCOORD4; 24 | }; 25 | 26 | Attributes vert(Attributes input) 27 | { 28 | return input; 29 | } 30 | 31 | void AppendShellVertex(inout TriangleStream stream, Attributes input, int index) 32 | { 33 | Varyings output = (Varyings)0; 34 | 35 | VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); 36 | VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); 37 | 38 | float moveFactor = pow(abs((float)index / _ShellAmount), _BaseMove.w); 39 | float3 posOS = input.positionOS.xyz; 40 | float3 windAngle = _Time.w * _WindFreq.xyz; 41 | float3 windMove = moveFactor * _WindMove.xyz * sin(windAngle + posOS * _WindMove.w); 42 | float3 move = moveFactor * _BaseMove.xyz; 43 | 44 | float3 shellDir = normalize(normalInput.normalWS + move + windMove); 45 | float3 posWS = vertexInput.positionWS + shellDir * (_ShellStep * index); 46 | float4 posCS = TransformWorldToHClip(posWS); 47 | 48 | output.vertex = posCS; 49 | output.posWS = posWS; 50 | output.uv = TRANSFORM_TEX(input.uv, _BaseMap); 51 | output.layer = (float)index / _ShellAmount; 52 | 53 | output.normalWS = normalInput.normalWS; 54 | output.tangentWS = normalInput.tangentWS; 55 | 56 | 57 | stream.Append(output); 58 | } 59 | 60 | [maxvertexcount(63)] 61 | void geom(triangle Attributes input[3], inout TriangleStream stream) 62 | { 63 | [loop] for (float i = 0; i < _ShellAmount; ++i) 64 | { 65 | [unroll] for (float j = 0; j < 3; ++j) 66 | { 67 | AppendShellVertex(stream, input[j], i); 68 | } 69 | stream.RestartStrip(); 70 | } 71 | } 72 | 73 | float4 frag(Varyings input) : SV_Target 74 | { 75 | float2 furUV = input.uv / _BaseMap_ST.xy * _FurScale; 76 | 77 | float4 furColor = SAMPLE_TEXTURE2D(_FurMap, sampler_FurMap, furUV); 78 | float alpha = furColor.r * (1.0 - input.layer); 79 | if (input.layer > 0.0 && alpha < _AlphaCutout) discard; 80 | 81 | float3 viewDirWS = SafeNormalize(GetCameraPositionWS() - input.posWS); 82 | half3 normalTS = UnpackNormalScale( 83 | SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, furUV), 84 | _NormalScale); 85 | float3 bitangent = SafeNormalize(viewDirWS.y * cross(input.normalWS, input.tangentWS)); 86 | float3 normalWS = SafeNormalize(TransformTangentToWorld( 87 | normalTS, 88 | float3x3(input.tangentWS, bitangent, input.normalWS))); 89 | 90 | // Output NormalWS to "_CameraNormalsTexture", no depth needed in forward renderer. 91 | return float4(NormalizeNormalPerPixel(normalWS), 0.0); 92 | 93 | } 94 | 95 | #endif 96 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Shell/Lit.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b3539a86e12a0884a868d425f739adeb 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Shell/Lit.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 589ea0397284e0e42b1985a0455d66b2 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Shell/Param.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef FUR_SHELL_PARAM_HLSL 2 | #define FUR_SHELL_PARAM_HLSL 3 | 4 | int _ShellAmount; 5 | float _ShellStep; 6 | float _AlphaCutout; 7 | float _Occlusion; 8 | float _FurScale; 9 | float4 _BaseMove; 10 | float4 _WindFreq; 11 | float4 _WindMove; 12 | float3 _AmbientColor; 13 | float _FaceViewProdThresh; 14 | 15 | TEXTURE2D(_FurMap); 16 | SAMPLER(sampler_FurMap); 17 | float4 _FurMap_ST; 18 | 19 | TEXTURE2D(_NormalMap); 20 | SAMPLER(sampler_NormalMap); 21 | float4 _NormalMap_ST; 22 | float _NormalScale; 23 | 24 | #endif -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Shell/Param.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f44211927aa9bd2409a7ebeacafca2ce 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Shell/Shadow.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef FUR_SHELL_SHADOW_HLSL 2 | #define FUR_SHELL_SHADOW_HLSL 3 | 4 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 5 | #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" 6 | #include "./Param.hlsl" 7 | #include "../Common/Common.hlsl" 8 | 9 | struct Attributes 10 | { 11 | float4 positionOS : POSITION; 12 | float3 normalOS : NORMAL; 13 | float4 tangentOS : TANGENT; 14 | float2 uv : TEXCOORD0; 15 | }; 16 | 17 | struct Varyings 18 | { 19 | float4 vertex : SV_POSITION; 20 | float2 uv : TEXCOORD0; 21 | float fogCoord : TEXCOORD1; 22 | float layer : TEXCOORD2; 23 | }; 24 | 25 | Attributes vert(Attributes input) 26 | { 27 | return input; 28 | } 29 | 30 | void AppendShellVertex(inout TriangleStream stream, Attributes input, int index) 31 | { 32 | Varyings output = (Varyings)0; 33 | 34 | VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); 35 | VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); 36 | 37 | float moveFactor = pow(abs((float)index / _ShellAmount), _BaseMove.w); 38 | float3 posOS = input.positionOS.xyz; 39 | float3 windAngle = _Time.w * _WindFreq.xyz; 40 | float3 windMove = moveFactor * _WindMove.xyz * sin(windAngle + posOS * _WindMove.w); 41 | float3 move = moveFactor * _BaseMove.xyz; 42 | 43 | float3 shellDir = normalize(normalInput.normalWS + move + windMove); 44 | float3 posWS = vertexInput.positionWS + shellDir * (_ShellStep * index); 45 | //float4 posCS = TransformWorldToHClip(posWS); 46 | float4 posCS = GetShadowPositionHClip(posWS, normalInput.normalWS); 47 | 48 | output.vertex = posCS; 49 | output.uv = TRANSFORM_TEX(input.uv, _FurMap); 50 | output.fogCoord = ComputeFogFactor(posCS.z); 51 | output.layer = (float)index / _ShellAmount; 52 | 53 | stream.Append(output); 54 | } 55 | 56 | [maxvertexcount(128)] 57 | void geom(triangle Attributes input[3], inout TriangleStream stream) 58 | { 59 | [loop] for (float i = 0; i < _ShellAmount; ++i) 60 | { 61 | [unroll] for (float j = 0; j < 3; ++j) 62 | { 63 | AppendShellVertex(stream, input[j], i); 64 | } 65 | stream.RestartStrip(); 66 | } 67 | } 68 | 69 | void frag( 70 | Varyings input, 71 | out float4 outColor : SV_Target, 72 | out float outDepth : SV_Depth) 73 | { 74 | float4 furColor = SAMPLE_TEXTURE2D(_FurMap, sampler_FurMap, input.uv * _FurScale); 75 | float alpha = furColor.r * (1.0 - input.layer); 76 | if (input.layer > 0.0 && alpha < _AlphaCutout) discard; 77 | 78 | outColor = outDepth = input.vertex.z / input.vertex.w; 79 | } 80 | 81 | #endif -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Shell/Shadow.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ffa5dc620f47beb46a946bd3a8e949c9 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Shell/Unlit.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef FUR_SHELL_UNLIT_HLSL 2 | #define FUR_SHELL_UNLIT_HLSL 3 | 4 | #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl" 5 | #include "./Param.hlsl" 6 | #include "../Common/Common.hlsl" 7 | 8 | struct Attributes 9 | { 10 | float4 positionOS : POSITION; 11 | float3 normalOS : NORMAL; 12 | float4 tangentOS : TANGENT; 13 | float2 uv : TEXCOORD0; 14 | }; 15 | 16 | struct Varyings 17 | { 18 | float4 vertex : SV_POSITION; 19 | float2 uv : TEXCOORD0; 20 | float fogCoord : TEXCOORD1; 21 | float layer : TEXCOORD2; 22 | }; 23 | 24 | Attributes vert(Attributes input) 25 | { 26 | return input; 27 | } 28 | 29 | void AppendShellVertex(inout TriangleStream stream, Attributes input, int index) 30 | { 31 | Varyings output = (Varyings)0; 32 | 33 | VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); 34 | VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); 35 | 36 | float moveFactor = pow(abs((float)index / _ShellAmount), _BaseMove.w); 37 | float3 posOS = input.positionOS.xyz; 38 | float3 windAngle = _Time.w * _WindFreq.xyz; 39 | float3 windMove = moveFactor * _WindMove.xyz * sin(windAngle + posOS * _WindMove.w); 40 | float3 move = moveFactor * _BaseMove.xyz; 41 | 42 | float3 shellDir = normalize(normalInput.normalWS + move + windMove); 43 | float3 posWS = vertexInput.positionWS + shellDir * (_ShellStep * index); 44 | float4 posCS = TransformWorldToHClip(posWS); 45 | 46 | if (index > 0) 47 | { 48 | float3 viewDirOS = GetViewDirectionOS(posOS); 49 | float eyeDotN = dot(viewDirOS, input.normalOS); 50 | if (abs(eyeDotN) < _FaceViewProdThresh) return; 51 | } 52 | 53 | output.vertex = posCS; 54 | output.uv = TRANSFORM_TEX(input.uv, _BaseMap); 55 | output.fogCoord = ComputeFogFactor(posCS.z); 56 | output.layer = (float)index / _ShellAmount; 57 | 58 | stream.Append(output); 59 | } 60 | 61 | [maxvertexcount(128)] 62 | void geom(triangle Attributes input[3], inout TriangleStream stream) 63 | { 64 | [loop] for (float i = 0; i < _ShellAmount; ++i) 65 | { 66 | [unroll] for (float j = 0; j < 3; ++j) 67 | { 68 | AppendShellVertex(stream, input[j], i); 69 | } 70 | stream.RestartStrip(); 71 | } 72 | } 73 | 74 | float4 frag(Varyings input) : SV_Target 75 | { 76 | float4 furColor = SAMPLE_TEXTURE2D(_FurMap, sampler_FurMap, input.uv * _FurScale); 77 | float alpha = furColor.r * (1.0 - input.layer); 78 | if (input.layer > 0.0 && alpha < _AlphaCutout) discard; 79 | 80 | float4 baseColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv); 81 | float occlusion = lerp(1.0 - _Occlusion, 1.0, input.layer); 82 | float3 color = baseColor.xyz * occlusion; 83 | color = MixFog(color, input.fogCoord); 84 | 85 | return float4(color, alpha); 86 | } 87 | 88 | #endif -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Shell/Unlit.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b5863216e52df1f4fb8b4a2e21cca099 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fur/Shaders/Shell/Unlit.shader: -------------------------------------------------------------------------------- 1 | Shader "Fur/Shell/Unlit" 2 | { 3 | 4 | Properties 5 | { 6 | _BaseMap("Base Map", 2D) = "white" {} 7 | _FurMap("Fur Map", 2D) = "white" {} 8 | [IntRange] _ShellAmount("Shell Amount", Range(1, 42)) = 16 9 | _ShellStep("Shell Step", Range(0.0, 0.01)) = 0.001 10 | _AlphaCutout("Alpha Cutout", Range(0.0, 1.0)) = 0.2 11 | _FurScale("Fur Scale", Range(0.0, 10.0)) = 1.0 12 | _Occlusion("Occlusion", Range(0.0, 1.0)) = 0.5 13 | _BaseMove("Base Move", Vector) = (0.0, -0.0, 0.0, 3.0) 14 | _WindFreq("Wind Freq", Vector) = (0.5, 0.7, 0.9, 1.0) 15 | _WindMove("Wind Move", Vector) = (0.2, 0.3, 0.2, 1.0) 16 | _FaceViewProdThresh("Direction Threshold", Range(0.0, 1.0)) = 0.0 17 | } 18 | 19 | SubShader 20 | { 21 | Tags 22 | { 23 | "RenderType" = "Opaque" 24 | "RenderPipeline" = "UniversalPipeline" 25 | "IgnoreProjector" = "True" 26 | } 27 | 28 | LOD 100 29 | 30 | ZWrite On 31 | Cull Back 32 | 33 | Pass 34 | { 35 | Name "Unlit" 36 | 37 | HLSLPROGRAM 38 | #pragma exclude_renderers gles gles3 glcore 39 | #pragma multi_compile_fog 40 | #pragma vertex vert 41 | #pragma require geometry 42 | #pragma geometry geom 43 | #pragma fragment frag 44 | #include "./Unlit.hlsl" 45 | ENDHLSL 46 | } 47 | 48 | Pass 49 | { 50 | Name "DepthOnly" 51 | Tags { "LightMode" = "DepthOnly" } 52 | 53 | ZWrite On 54 | ColorMask 0 55 | 56 | HLSLPROGRAM 57 | #pragma exclude_renderers gles gles3 glcore 58 | #pragma vertex vert 59 | #pragma require geometry 60 | #pragma geometry geom 61 | #pragma fragment frag 62 | #include "./Depth.hlsl" 63 | ENDHLSL 64 | } 65 | 66 | Pass 67 | { 68 | Name "ShadowCaster" 69 | Tags { "LightMode" = "ShadowCaster" } 70 | 71 | ZWrite On 72 | ZTest LEqual 73 | ColorMask 0 74 | 75 | HLSLPROGRAM 76 | #pragma exclude_renderers gles gles3 glcore 77 | #pragma vertex vert 78 | #pragma require geometry 79 | #pragma geometry geom 80 | #pragma fragment frag 81 | #include "./Shadow.hlsl" 82 | ENDHLSL 83 | } 84 | } 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userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Presets/UtilityTexture.preset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 45f7b2e3c78185248b3adbb14429c2ab 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2655988077585873504 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Readme.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: fcf7219bab7fe46a1ad266029b2fee19, type: 3} 13 | m_Name: Readme 14 | m_EditorClassIdentifier: 15 | icon: {fileID: 2800000, guid: 7801804018a7dcf42abb827444e18660, type: 3} 16 | title: Universal Render Pipeline Template 17 | sections: 18 | - heading: Universal Render Pipeline 19 | text: 'The Universal Project Template configures Project settings for Projects where performance, wide platform support, and ease of customizing graphics are the primary considerations.' 20 | linkText: 21 | url: 22 | - heading: 23 | text: 'This Template uses the Universal Render Pipeline (URP) and Shader Graph.' 24 | linkText: 25 | url: 26 | - heading: 27 | text: 'URP is prebuilt Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. URP also includes an optimized 2D renderer complete with 2D lights and pixel perfect rendering, and an integrated post-processing solution.' 28 | linkText: 29 | url: 30 | - heading: 31 | text: 'Shader Graph is a tool that allows you to create shaders using a visual node editor instead of writing code.' 32 | linkText: 33 | url: 34 | - heading: 35 | text: 'This template contains a sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP, several preconfigured Universal Render Pipeline Assets that let you quickly swap between graphics quality levels, and Presets that have been optimized for use with URP.' 36 | linkText: 37 | url: 38 | - heading: 39 | text: 'This template contains a sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP, several preconfigured Universal Render Pipeline Assets that let you quickly swap between graphics quality levels, and Presets that have been optimized for use with URP.' 40 | linkText: 41 | url: 42 | - heading: 43 | text: 'To read more about URP and its built-in features, see the ' 44 | linkText: URP documentation. 45 | url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html 46 | - heading: 47 | text: 'For more information about Shader Graph, see the ' 48 | linkText: Shader Graph documentation 49 | url: https://docs.unity3d.com/Packages/com.unity.shadergraph@latest 50 | loadedLayout: 1 51 | -------------------------------------------------------------------------------- /Assets/Readme.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 83c2ed844a8c74b779a4c823d16594b1 3 | timeCreated: 1484217493 4 | licenseType: Store 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | 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| } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | Unity Fur URP 2 | ============= 3 | ![MIT License](http://img.shields.io/badge/license-MIT-blue.svg?style=flat) 4 | 5 | This is an example of a fur shader implementation in Universal Render Pipleine. It includes the following features: 6 | 7 | - 3 methods (Shell / Fin / Fur Polygon) 8 | - 1 Pass using a geometry shader (and tessellation for Fin) 9 | - Lit / Unlit 10 | - Lighting calculation using a normal map 11 | - Rim lighting 12 | - Movement by animations 13 | 14 | 15 | Screenshots 16 | ------------ 17 | ### Shell 18 | 19 | 20 | ### Fin 21 | 22 | 23 | ### Fur Polygon 24 | 25 | 26 | ### Compare 27 | 28 | 29 | ### Move 30 |
31 |
32 | 33 | 34 | 35 | Demo 36 | ---- 37 | - Comparing Shell and Fin 38 | - https://www.youtube.com/watch?v=Hab3dcumtXU 39 | 40 | 41 | Articles 42 | -------- 43 | - Shell 44 | - https://tips.hecomi.com/entry/2021/06/27/185835 45 | - Fin 46 | - https://tips.hecomi.com/entry/2021/07/24/121420 47 | - Fur Polygon 48 | - https://tips.hecomi.com/entry/2021/08/12/155948 49 | - Fur Move 50 | - https://tips.hecomi.com/entry/2021/08/14/115756 51 | 52 | 53 | License 54 | ------- 55 | The MIT License (MIT) 56 | 57 | Copyright (c) 2021 hecomi 58 | 59 | Permission is hereby granted, free of charge, to any person obtaining a copy of 60 | this software and associated documentation files (the "Software"), to deal in 61 | the Software without restriction, including without limitation the rights to 62 | use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of 63 | the Software, and to permit persons to whom the Software is furnished to do so, 64 | subject to the following conditions: 65 | 66 | The above copyright notice and this permission notice shall be included in all 67 | copies or substantial portions of the Software. 68 | 69 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 70 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS 71 | FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR 72 | COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER 73 | IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 74 | CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 75 | -------------------------------------------------------------------------------- /ShaderIncludes/Packages/com.unity.collab-proxy: -------------------------------------------------------------------------------- 1 | D:/Unity/FurShader/Library/PackageCache/com.unity.collab-proxy@1.3.9 -------------------------------------------------------------------------------- /ShaderIncludes/Packages/com.unity.ext.nunit: -------------------------------------------------------------------------------- 1 | D:/Unity/FurShader/Library/PackageCache/com.unity.ext.nunit@1.0.6 -------------------------------------------------------------------------------- /ShaderIncludes/Packages/com.unity.ide.rider: -------------------------------------------------------------------------------- 1 | D:/Unity/FurShader/Library/PackageCache/com.unity.ide.rider@2.0.7 -------------------------------------------------------------------------------- /ShaderIncludes/Packages/com.unity.ide.visualstudio: -------------------------------------------------------------------------------- 1 | D:/Unity/FurShader/Library/PackageCache/com.unity.ide.visualstudio@2.0.7 -------------------------------------------------------------------------------- /ShaderIncludes/Packages/com.unity.ide.vscode: -------------------------------------------------------------------------------- 1 | D:/Unity/FurShader/Library/PackageCache/com.unity.ide.vscode@1.2.3 -------------------------------------------------------------------------------- /ShaderIncludes/Packages/com.unity.mathematics: -------------------------------------------------------------------------------- 1 | D:/Unity/FurShader/Library/PackageCache/com.unity.mathematics@1.1.0 -------------------------------------------------------------------------------- /ShaderIncludes/Packages/com.unity.render-pipelines.core: -------------------------------------------------------------------------------- 1 | D:/Unity/FurShader/Library/PackageCache/com.unity.render-pipelines.core@10.5.0 -------------------------------------------------------------------------------- /ShaderIncludes/Packages/com.unity.render-pipelines.universal: -------------------------------------------------------------------------------- 1 | D:/Unity/FurShader/Library/PackageCache/com.unity.render-pipelines.universal@10.5.0 -------------------------------------------------------------------------------- /ShaderIncludes/Packages/com.unity.searcher: -------------------------------------------------------------------------------- 1 | D:/Unity/FurShader/Library/PackageCache/com.unity.searcher@4.3.2 -------------------------------------------------------------------------------- /ShaderIncludes/Packages/com.unity.shadergraph: -------------------------------------------------------------------------------- 1 | D:/Unity/FurShader/Library/PackageCache/com.unity.shadergraph@10.5.0 -------------------------------------------------------------------------------- /ShaderIncludes/Packages/com.unity.test-framework: -------------------------------------------------------------------------------- 1 | D:/Unity/FurShader/Library/PackageCache/com.unity.test-framework@1.1.24 -------------------------------------------------------------------------------- /ShaderIncludes/Packages/com.unity.textmeshpro: -------------------------------------------------------------------------------- 1 | D:/Unity/FurShader/Library/PackageCache/com.unity.textmeshpro@3.0.6 -------------------------------------------------------------------------------- /ShaderIncludes/Packages/com.unity.timeline: -------------------------------------------------------------------------------- 1 | D:/Unity/FurShader/Library/PackageCache/com.unity.timeline@1.4.8 --------------------------------------------------------------------------------