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| m_overrideMarkdownText: '# Custom Hair, Cloth, and Skin Shaders |
| |
| |
| We developed |
| custom shaders with unique lighting models for scenarios where standard PBR diffuse/specular |
| was insufficient. These shaders were created in Shadergraph using a custom lighting |
| node, similar to a regular PBR master node. Initially, we used the Unlit Shadergraph |
| target, but it lacked some lighting, shadow, and lightmap shader variants. Therefore, |
| we created a CustomLit target with these keywords enabled. |
| |
| |
| ## Hair Shader |
| |
| |
| The |
| hair shader is inspired by [Physically Based Hair Shading in Unreal](https://blog.selfshadow.com/publications/s2016-shading-course/karis/s2016_pbs_epic_hair.pdf). |
| This technique typically requires an extra texture to define hair strand rotation |
| for consistent highlight directions. To enhance performance, we oriented the |
| UVs so the strands run lengthwise from left to right, achieving similar results |
| at a lower cost. |
| |
| |
| We implemented the paper''s specular and environment lighting |
| equations but found the multi-scatter equation unsuitable for our needs. Instead, |
| we used a simple Lambert diffuse, which also improves performance. |
| |
| |
| The |
| shader is implemented in HairLighting.hlsl, with most hair-specific logic in |
| the "CalculateLighting" function. We simplified vector calculations like cosThetaI/cosThetaR/cosThetaD |
| using the normal, avoiding re-derivation from sinThetaI/sinThetaR. This approach |
| yields the same results with simpler dot products instead of sqrt/trigonometric |
| instructions. |
| |
| |
| The result improves upon the standard Lit specular equation. |
| The primary specular highlight stretches across hair strands, creating long bands |
| instead of focused circles. A secondary transmitted highlight (TT) allows light |
| to shine through when behind the hair surface. A shifted, tinted reflection (TRT) |
| replicates the metallic/sheen highlight effect often seen in hair. |
| |
| |
| The |
| hair shader can use regular albedo, normal, roughness, and occlusion maps. However, |
| we found a single color and smoothness value, combined with a packed Normal/AO |
| map, provided sufficient control. We also included a "micro shadow" technique |
| using normal and AO data to calculate small-scale direct light self-shadowing, |
| enhancing depth within the hair. |
| |
| |
| ## Cloth Shader |
| |
| |
| For the cloth shader, |
| we replaced the specular term with a "Charlie Sheen" distribution, combined with |
| the Ashikmin visibility term described in [Cloth Shading | Krzysztof Narkowicz](https://knarkowicz.wordpress.com/2018/01/04/cloth-shading/). |
| This creates a more natural highlight on cloth, simulating individual fiber lighting |
| instead of a hard, flat surface. We also replaced the diffuse lighting with a |
| wrapped diffuse term for a softer falloff and a configurable subsurface color |
| to simulate scattering in shadowed sections, as detailed in section 4.12.2 of |
| [Physically Based Rendering in Filament](https://google.github.io/filament/Filament.md.html#materialsystem/clothmodel). |
| |
| |
| The |
| cloth shader uses regular albedo, roughness, and normal maps. However, roughness |
| is interpreted as a distribution of random fibers and their alignment to the |
| normal direction. |
| |
| |
| ## Skin Shader |
| |
| |
| The character skin shader replaces |
| the diffuse term with a subsurface scattering approximation known as pre-integrated |
| skin shading. A resource on this topic is available here: [Simon''s Tech Blog: |
| Pre-Integrated Skin Shading](https://simonstechblog.blogspot.com/2015/02/pre-integrated-skin-shading.html). |
| We chose a lookup table over a function fit, requiring a "curvature map" baked |
| in Substance Painter to control the effect''s strength. The curvature and dot |
| product between light and normal index the lookup table to determine scattered |
| diffuse lighting. |
| |
| |
| The specular uses a regular GGX function, which produced |
| satisfactory results for our purposes. |
| |
| |
| We also added a secondary "deep |
| scattering" approximation. This involves sampling the shadow map and comparing |
| depths with the current pixel to estimate geometry thickness along the light |
| source direction. This is added to the diffuse term using a simple transmittance |
| formula. While effective in some situations, it is sensitive to shadowmap precision |
| and flickering. URP has a hardcoded shadow constant bias, so we added bias and |
| normal bias controls for shadowmap sampling to reduce artifacts. |
| |
| ' |
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