More progress on hair
Added 2019-02-06 00:07:09 +0000 UTCHi All! Sorry for the hair taking soo long but I want a universal and perfectly working solution... I'm far away from the state where I started, I learned a lot and again unity is awsome! I had to rethink my previous concept and rewrite almost every code about hair. There are about 1000 guide hairs and every hair guide line have 16 segments and every segment points location is calculated in compute shader which is based on verlet integration. First I wanted super-dense tesselated hair using dx11 tesselation pipeline but it turned out that unity not supports isoline tesselation yet and the base hlsl code behind isoline tesselation is pretty hard for my level to understand. Fortunately compute shaders are much more versatile and I was able to write a shader which generates dense hair from hair guide lines (AppenedStructureBuffer for the win!). Also I was able to extend the hair lines to triangle strips. The result is same like tesselation and very performant!

and 1 more level of tesselation:

You can see the triangle strips here:

Now I can apply a texture to each hair strip like these:

perhaps thinner ones, its just for you to see possibilities.
Once its done I have to calculate diffuse/specular values, I would like to implement Kajiya and Kay shading model, I'm researching it rn.
So thanks for your patience! Once I'm done with this I can focus on contents! I already have a pool scene in my mind where you can go underwater and all the physics and hair reacts to water... with your support I'll make this happen! :)
Comments
Well I have to implement capsule colliders for fingers bones - rn I'm using only multiple spheres as head colliders - but I think it can be done! Than it just can work out of the box :)
2019-02-13 22:16:13 +0000 UTCFlowey! Can she do that "Hair flick" if this works? <a href="https://gph.is/2J8FZlB" rel="nofollow noopener" target="_blank">https://gph.is/2J8FZlB</a>
knerf999
2019-02-06 10:28:14 +0000 UTC