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Hair card shader strategy.

quad damage
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kanga quad damage
Hi
Been checking out the hair threads here but am wondering how you guys organize alpha cards. I am making a character and would like to get it running around in the unity3d engine. If I have a texture sheet the same size as my diffuse (and other) for the alpha it would be tucked up in a corner as there are no other transparent parts on the model. Is the most efficient way to do this to make the hair a separate object with smaller diffuse (and other) sheets with it's own uvs? That would mean having 2 shaders and linking the hair to the body I guess. Is using a second shader less efficient than having a big alpha sheet with very little area actually used?

Thanks in advance for any info.
Cheers Chris
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