Multi-Pass Fur does not use geometry shader, so it can run on GPUs without Geometry Shader support. (Metal API, Apple Silicon, ...)
Although most Android devices support geometry shader, Multi-Pass Fur usually runs much faster than Geometry Shader Fur on these platforms.
-
Find and select the active URP renderer in the scene's camera inspector window.
-
Add the following Multi-Pass Fur Renderer Features to your active URP renderer asset.
-
Select the material, choose the shader named "Universal Render Pipeline / Fur / Multi-Pass Shell / Lit".
-
Adjusting material properties just like the geometry-shader-based fur.
Note: You should now set "Shell Amount" in Fur Renderer Features. Remember to keep it the same in all Fur Renderer Features.
Currently Multi-Pass Fur does not provide correct information to URP Decals.(Fixed)- Currently Multi-Pass Fur does not render to GBuffer, it will act like forward object in Deferred path. (In progress)
- Currently Multi-Pass Fur does not render fur shadow, so mesh shadow only. (In progress)
- Does not provide clear information to Profiler/Frame Debugger.
- ... (Undiscovered)