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Fur Card Unity URP - Crash Bandicoot

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Asok triangle

Hi everyone,

I’m currently working on a project in Unity using URP, where I’m creating the character from Crash Bandicoot 4. I’m using a Fur Cards system to simulate the fur, but I’m encountering issues with how the lighting interacts with the fur planes. The lighting effects aren’t as natural as I’d like, and certain areas appear too bright or don’t respond well to light sources.

Here are some additional details about my setup:

  • In Unity’s Shader Graph, the alpha clip system creates a white filter in the alpha gradient, so I’m using Amplify Shader Editor to manage the fur shader, configured in alpha blend for a more appealing result.
  • I prepared my textures in Substance Painter, with opacity and color maps.
  • My UVs are properly set up with no overlap. I offset each UV by 1 on the X-axis for the Fur Cards in Blender.
  • My goal is to achieve a fur look similar to the one in the game, with smooth opacity transitions. However, right now, the lighting inconsistently affects the fur cards.

I’ve already tried several shader and lighting adjustments, but I haven’t found a satisfying solution yet. If anyone has experience with this type of setup or any advice to offer, I would greatly appreciate it.

Thanks in advance for your help!



Shader graph Unity

Amplify Shader


Reference :

Replies

  • Fabi_G
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    Fabi_G high dynamic range
    Hi! What does the mesh shading look like without textures applied? Did you transfer vertex normals for the haircards in order to get consistent mesh shading between body and cards (https://simonschreibt.de/gat/airborn-trees/ - in Blender the Data Transfer modifier can be used)? 

    I'd ensure cards conform nicely to the body and consider disabling backface rendering.

    Other than that, I would look into making it work with masked opacity, maybe piping the opacity mask through a dither node.
  • Asok
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    Asok triangle
    Oh, I tested with the Data Transfer in the Blender modifier, and I feel like it greatly improves the rendering in Unity. Initially, I was only using the Weight Normal, and I think the issue probably came from that. And I disabling Backface rendering in shader
    My fur cards are currently a test, and I plan to modify them to achieve a smoother and nicer look.


    Weight Normal


    Data transfert Modifier

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