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It's easy to understand why fur is extremely problematic with its high density of objects and physical complexities, but somehow games have been rendering it for years! How could something so complex be so easily simplified?
Topics covered: Hair and its rendering complexities, shell texturing, half lambert, shell texturing applications, limitations of the technique, and overdraw
Code: https://github.com/GarrettGunnell/She...
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Resources:
https://hhoppe.com/fur.pdf
https://xbdev.net/misc_demos/demos/fu...
https://thegamedev.guru/unity-gpu-per...
https://www.gamedev.net/forums/topic/...
Music:
Afternoon Break - Persona 3 OST
This Mysterious Feeling - Persona 3 OST
Midori Eyes - Paradise Killer OST
During The Test - Persona 3 OST
Junes Theme - Persona 4 OST
Every Day Is Night - VA-11 Hall-A OST
Underground Club - VA-11 Hall-A OST
Those Who Dwell In The Shadows - VA-11 Hall-A OST
Your Love Is A Drug - VA-11 Hall-A OST
GO!GO!STYLE - Paradise Killer OST
Joy - Persona 3 OST
Sandgem Town - Pokemon Diamond OST
Like A Dream Come True - Persona 4 OST
Layer Cake - Persona 5 OST
Prof. Omochao - Sonic Adventure 2 OST
Thanks for watching!
This video is dedicated to my friend, Alotryx.
#acerola #graphics #gamedev #unity3d #graphics #shaders
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