#Hair translucency

1 messages · Page 1 of 1 (latest)

sharp storm
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Anyone got an idea how to achieve this? (photo from resident evil). how would one even imitate or know volume through a shader to run such effect? (no, it's not a fresnel, not tangent based, just a translucency)

sharp storm
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i do not use HDRP

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:/

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i work with is unity 2022, also im interested in the technique/paper rather than an implementation.

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i dont think they simulate transmission, so they either are baking volume texture or using a hack

acoustic compass
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Unsure if Unity supports mesh shaders though

sharp storm
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more about lighting/frag stuff.

silk kite
sharp storm
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asking how can we implement that transmission of light through hair

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i dont use hdrp/urp or new pipeline bc i like to code shaders by hands

gloomy drift
limber eagle
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its looks like subsurface scattering. you can fake it using wrapped diffuse, or using brdf. You might need to remap normal from hairclumps to haircards for it to work properly on hair cards

acoustic compass
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Would’ve been a nice thing if gamers hadn’t decided 30fps is unplayable now

gloomy drift
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Well, the question wasn't about performance ^^

silk kite
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@sharp storm As far as I know HDRP's hair rendering methods don't rely on geometry generation but are types of shading
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.5/manual/hair-master-stack-reference.html
This page has links to math papers for the techniques used, "Kajiya-Kay" approximate model and "Marschner" physical model, so it doesn't help to exclude HDRP as a resource
Hair shading is basically a more specialized type of subsurface scattering and anisotropic reflections so maybe you want to search for general theory or examples on those too

sharp storm
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hdrp cannot be relied on

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as itd a completely different api

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(tbh i dont wanna go through) i think they added modifiable pipeline or sth in newer

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versions

silk kite
# sharp storm hdrp cannot be relied on

I'm not suggesting that, but to investigate what they used to build the kind of features you want
Since you're making yours from scratch, you don't have to commit to the same method but to gain knowledge from them

sharp storm
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what they use is unrealistically expensive

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i don't know if it's production ready or a tech showcase

sharp storm
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decent i think

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for anyone curious it was a simple NdotL/NdotV based multiplication of the color