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Multi-PassFur.md

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Multi-Pass Fur

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.

How To Use

  1. Find and select the active URP renderer in the scene's camera inspector window.

    FindActiveURPRenderer

  2. Add the following Multi-Pass Fur Renderer Features to your active URP renderer asset.

  • Multi-Pass Fur Forward

  • Multi-Pass Fur Depth

  • Multi-Pass Fur DepthNormals

    AddMulti-PassFur

  1. Select the material, choose the shader named "Universal Render Pipeline / Fur / Multi-Pass Shell / Lit".

  2. 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.

Known Issues

  1. Currently Multi-Pass Fur does not provide correct information to URP Decals. (Fixed)
  2. Currently Multi-Pass Fur does not render to GBuffer, it will act like forward object in Deferred path. (In progress)
  3. Currently Multi-Pass Fur does not render fur shadow, so mesh shadow only. (In progress)
  4. Does not provide clear information to Profiler/Frame Debugger.
  5. ... (Undiscovered)