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Скачать или смотреть Update 1.1:- Hair and Fur Tool - for the Unity Asset Store

  • ColdFace Interactive
  • 2020-08-03
  • 500
Update 1.1:- Hair and Fur Tool - for the Unity Asset Store
cpugpubearshadersunityassetstoreutilityhairfurdynamicsUVtextures
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Скачать Update 1.1:- Hair and Fur Tool - for the Unity Asset Store бесплатно в качестве 4к (2к / 1080p)

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Описание к видео Update 1.1:- Hair and Fur Tool - for the Unity Asset Store

  / dev-log-hair-fur-tool-updates-harold-raichur  

Version 1- Launched on UNITY ASSET STORE

Unity 'Fur & Hair' tool (FAHT) is a powerful but simple Unity tool to help 3D character modellers add hair & fur to their characters in Unity. The combination of Meshes, brushes & textures allows the artists to speed up & focus on being his/her creative best. The tool has simple, intuitive features & most importantly, is & looks 3D. The tool is designed to give 3D artists a higher level of control when working with human & animal characters hair. " Get the tool on UNity Asset store, click the link below-

https://assetstore.unity.com/packages...

Version 2- UPDATES

OLD Approach

Fur is made up of Quads.
Actual base mesh is modified to accommodate the fur data (vertices, triangles, UV)
Alpha texture is applied on the Fur elements (shown above).
This solution is just not capable of simulating the fur physics, because of the sheer number of calculations involved. The calculations grow exponentially with the complexity/density of fur.
The simulation requires operations to be performed parallel on a large scale, in order to be feasible.
If these calculations were done just like any other application logic, which are implemented on the main game loop and executed on CPU, this would overwhelm the system and the application would crash.


NEW Approach
Fur is made up of triangles (Quads can be used too)
The actual base mesh is not modified.
The fur is spawned/calculated on the fly in the shader's.
This makes it more efficient, flexible and stable; as the original mesh data is not modified.
The properties (Fur size, density, weight, mask, etc) can be controlled through UV mapped textures.
Both fur instancing & the calculations required for simulating natural fur dynamics can be done using the shader on GPU. GPU is capable of large number of calculations in parallel, unlike CPU (which implements general application logic).
Shader's are special programs that run on a GPU, mainly used for rendering visual details, as those calculations (like finding the color of each pixel) requires large parallelism in order to render a frame in acceptable duration (in milliseconds).
This capability of shader's can be exploited to simulate fur dynamics.
Advanced shader stages / techniques (geometry / compute shader) in addition to common stages (vertex / pixel shader) are used to generate the desired effect.

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