Some news...
Added 2019-02-28 21:36:59 +0000 UTCHi there! I really wanted to make the build for now, but I dont think you would accept this :D

What I previously done is drawing the hair on the active camera using Graphics.Drawprocedural and its just works... but this executes an instant drawcall outside of unity shading pipeline so there are now shadows no proper lighting no ambient occlusion... well I tried to build up a shader to make it look good but its not really working...
Sooo.... I found a way to include my generated hair to the shading pipeline...actually its a trick... I'm generating a dummy mesh (same vertex and triangle count as the hair model) and force my shader on it... the mesh is full off zeros but the shader feeds the data to it from compute shader... and the performance is nearly the same! It looks like a good aproach, as you can see the hair is getting nicely shaded, but transforms are messed up... I already spent 2 day to figure it out... but I wasnt able to find the problem yet... so it can happen anytime and I can click on the build button :) Thanks for your patiente I really want to make this happen!