Fur Card Shader for UE5
https://www.artstation.com/artwork/nEWWeX
HOW to install
Unzip, copy the files in the conternt folder to the conternt folder in the project directory
Shader detail:
2U_AO : The second set of UVs for the model to send a piece, bake a global ao to ensure that the layers are more obvious
2U_AO_MUTI :ao intensity value
Fresnel
Adjust rim light color
degree of edge blur
Fresnel intensity
Global Scalar Parameter Values
Add_Light Hair:The information of the A channel of the texture, you can do a little color distinction
Mip_Opacity:The threshold of the automatic minimap of the texture, -10 means that the high-precision texture is used after zooming out, which can ensure the accuracy of the hair and increase the jaggedness.
The best way is to turn on super-resolution sampling, which requires programer support.
Opacity:The R channel of the texture is the alpha information.
It is best to ensure that the alpha is a black or white mask,
because only such a mask can the anti-aliasing function of the shader be displayed correctly.
If there is excessive black and white gray,
you can use this parameter to adjust.
PixelDepthOffset:The G channel of the texture is the depth information. This offset value can be adjusted. If there is interspersed between the hair pieces, the offset effect of the parallax can be adjusted through the depth information of the texture. Reduce the interspersed effect of hair strands caused by interspersed hair pieces.
Scatter:Similar to metalness, adjust the material texture of hair
Global Texture Parameter
TEXTURE:ADGO
The four channels represent:
R Alpha
G Depth
B Gradient
A is not very useful and can be ignored The information of the A channel of the texture, you can do a little color distinction
Global Vector Parameter Values
Control the color difference between roots and tips with B channel-- Gradient map
Normals
Usually from top to bottom, you only need to fill in a single color to control the tangent space direction. If you encounter a braided texture, you need to specify the flowmap separately, you need to open useFlowMapTexture
Variation
Can do some random color changes
Wind
After opening, you can do some vertex offset animation