#Hair translucency
1 messages · Page 1 of 1 (latest)
Have you looked at some of the HDRP demos ?
i do not use HDRP
:/
i work with is unity 2022, also im interested in the technique/paper rather than an implementation.
i dont think they simulate transmission, so they either are baking volume texture or using a hack
This looks fairly similar to your reference:
https://blog.siggraph.org/2024/12/hair-raising-innovation.html/
Unsure if Unity supports mesh shaders though
it has nothing to do with geometry generation tbh
more about lighting/frag stuff.
Should it? It's a bit unclear what you're asking
Or why you cannot use HDRP or implementations in general as reference
asking how can we implement that transmission of light through hair
i dont use hdrp/urp or new pipeline bc i like to code shaders by hands
Maybe look at this old hair project from the demoteam ? https://github.com/Unity-Technologies/com.unity.demoteam.hair
It has a lot of references mentioned.
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
Ah yes, the framerate destroyer 😅
Would’ve been a nice thing if gamers hadn’t decided 30fps is unplayable now
Well, the question wasn't about performance ^^
@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
yes i have implemented my own hair using kajiya may. thats just a double lobe specular jas nothing to do with transmission
hdrp cannot be relied on
as itd a completely different api
(tbh i dont wanna go through) i think they added modifiable pipeline or sth in newer
versions
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