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Lil Fur

Pending Release

Lil Fur will be added in an upcoming version of Poiyomi Shaders. Stay tuned!

The Lil Fur feature module allows simulation of fabrics and hairs, looking similar to how fur is simulated in animated films. This uses the same simulation technique known in LilToon shader.

To use Poiyomi Lil Fur, select the shader version .poiyomi/Poiyomi Toon + Lil Fur or .poiyomi/Poiyomi Pro + Lil Fur. This exposes the lil Fur category with the following settings shown below.

Heads Up

Lil Fur renders on it's own independently, meaning it does not stack with other Poiyomi features used. This is slightly lighter than Poiyomi Fur, but this means most Poiyomi-exclusive features will not appear on it.

Please keep this in mind when using Lil Fur.

Fur Mode

  • Type: Dropdown, Options: Cutout/Transparent

This chooses the rendering mode to use for Lil Fur. Settings will be applied to the module's Rendering properties.

For reference on the meanings of these modes, see Rendering Presets.

Fur

Normal Map

  • Type: Normal Map Texture (sRGB = OFF)
    • Type: Float, Range: 0.0 - 10.0

The Fur Normal Map determines the direction of the Fur strands.

Length Mask

  • Type: Data Texture (sRGB = OFF)

Determines and caps the length of the Fur.

Fur Vector

  • Type: Float4

Sets the vectors on the direction of the Fur in X, Y, Z, and W.

Vertex Color -> Vector

  • Type: Toggle

If enabled, will use your mesh's Vertex Colors as the Fur Vector.

Gravity

  • Type: Float, Range: 0.0 - 1.0

Sets how much the Fur will face down from the force of gravity. The source of the Gravity is determined by the World's Z direction.

Randomize

  • Type: Float

Sets a degree on how much each direction of the fur is random.

Appearance

Noise

  • Type: Data Texture (sRGB = OFF)

Sets a noise texture to use in the fur generation.

Alpha Mask

  • Type: Data Texture (sRGB = OFF)

When specified, the fur is disabled on areas that are masked out.

AO

  • Type: Float, Range: 0.0 - 1.0

Sets the degree of amount to apply shading to the fur. This may show an darkened underlying structure of the furs (triangular patterns) from certain angles when increased.

Layers

Layer Counts

  • Type: Int, Range: 1 - 3

Amount of Fur that is produced. The higher the number, the denser and higher the load is.

Root Width

  • Type: Float, Range: 0.0 - 1.0

Sets the thickness of the root to increase density and make the main body less visible.

Cutout Length

  • Type: Float

Sets the length of the cutout.

Touch Strength

  • Type: Float, Range: 0.0 - 1.0

Sets how much deformation is performed due to the contact function using a vertex light.

Rim Light

Color

  • Type: Color

Color of the Rim Lighting on the Fur.

Fresnel Power

  • Type: Float, Range: 0.01 - 50.0

Sets the Fresnel strength of the Rim Lighting on the Fur.

Anti Light

  • Type: Float, Range: 0.0 - 1.0

Sets the Anti Light factor on the Fur's Rim Lighting.

Rendering

Heads Up

These properties are automatically set based on the Fur Mode set. If you intend to modify these properties below, please do so with care.

Most, if not all properties that are listed here are the same descriptions as notated in Rendering. However, these settings are completely independent of the material's overall Rendering settings.

Cull

  • Type: Dropdown, Options: Back/Front/Off
    • Default: Off

Sets what faces should be culled.

SrcBlend RGB

  • Type: Dropdown, Options: Zero/One/DstColor/SrcColor/OneMinusDstColor/SrcAlpha/OneMinusSrcColor/DstAlpha/OneMinusDstAlpha/SrcAlphaSaturate/OneMinusSrcAlpha

Which blend factors to use for the source on the Fur. See the Unity Documentation and Rendering Presets page for more information.

DstBlend RGB

  • Type: Dropdown, Options: Zero/One/DstColor/SrcColor/OneMinusDstColor/SrcAlpha/OneMinusSrcColor/DstAlpha/OneMinusDstAlpha/SrcAlphaSaturate/OneMinusSrcAlpha

Which blend factors to use for the destination on the Fur. See the Unity Documentation and Rendering Presets page for more information.

SrcBlend Alpha

  • Type: Dropdown, Options: Zero/One/DstColor/SrcColor/OneMinusDstColor/SrcAlpha/OneMinusSrcColor/DstAlpha/OneMinusDstAlpha/SrcAlphaSaturate/OneMinusSrcAlpha

Which blend factors to use for the Alpha source on the Fur. See the Unity Documentation and Rendering Presets page for more information.

DstBlend Alpha

  • Type: Dropdown, Options: Zero/One/DstColor/SrcColor/OneMinusDstColor/SrcAlpha/OneMinusSrcColor/DstAlpha/OneMinusDstAlpha/SrcAlphaSaturate/OneMinusSrcAlpha

Which blend factors to use for the Alpha destination on the Fur. See the Unity Documentation and Rendering Presets page for more information.

BlendOp RGB

  • Type: Dropdown, Options: Add/Subtract/ReverseSubtract/Min/Max/LogicalClear/LogicalSet/LogicalCopy/LogicalCopyInverted/LogicalNoop/LogicalInvert/LogicalAnd/LogicalNand/LogicalOr/LogicalXor/LogicalEquivalence/LogicalAndReverse/LogicalAndInverted/LogicalOrReverse/LogicalOrInverted/Multiply/Screen/Overlay/Darken/Lighten/ColorDodge/ColorBurn/HardLight/SoftLight/Difference/Exclusion/HSLHue/HSLSaturation/HSLColor/HSLLuminosity

Which blend operator to use for the RGB channels on the Fur. This is almost always set to Add. See the Unity Documentation for more information.

BlendOp Alpha

  • Type: Dropdown, Options: Add/Subtract/ReverseSubtract/Min/Max/LogicalClear/LogicalSet/LogicalCopy/LogicalCopyInverted/LogicalNoop/LogicalInvert/LogicalAnd/LogicalNand/LogicalOr/LogicalXor/LogicalEquivalence/LogicalAndReverse/LogicalAndInverted/LogicalOrReverse/LogicalOrInverted/Multiply/Screen/Overlay/Darken/Lighten/ColorDodge/ColorBurn/HardLight/SoftLight/Difference/Exclusion/HSLHue/HSLSaturation/HSLColor/HSLLuminosity

What blend op to use for the Alpha channel on the Fur. This is typically set by the Rendering Preset. See the Unity Documentation for more information.

ZClip

  • Type: Toggle
    • Default: On

Enables or Disables the GPU's Depth Clip Mode on the Fur, which determines how the GPU handles fragments of the Shader that are outside of the Near and Far Planes.

Learn more at Unity's Documentation .

ZWrite

  • Type: Dropdown, Options: Off/On

Determines whether the shader should write to the depth buffer on the Fur. For Cutout, this is usually On, but for Transparent, this is usually Off.

Learn more at Unity's Documentation .

ZTest

  • Type: Dropdown, Options: Disabled/Never/Less/Equal/LessEqual/Greater/NotEqual/GreaterEqual/Always
    • Default: LessEqual

Sets how the shader should test the depth buffer on the Fur. By default, the depth buffer is tested, and if the depth value is not less than or equal to the current value, the pixel is discarded.

Learn more at Unity's Documentation .

Offset Factor

  • Type: Float
    • Default: 0

Offset factor moves where a polygon is rendered in screen-space on the Fur. This doesn't change the visual appearance of the polygon, but can be used to specially modify the depth value of the polygon.

Learn more at Unity's Documentation .

Offset Units

  • Type: Float
    • Default: 0

A fixed value to move the polygon away from or toward the camera, while keeping it visually the same size on the Fur.

Learn more at Unity's Documentation .

Color Mask

  • Type: Dropdown, Options: None/R/G/B/A/RGB/RGBA
    • Default: Everything

Color Mask determines which color channels should be rendered on the Fur. By default, this is set to RGBA, which means that all colors are rendered. All permutations of color channels are available.

Learn more at Unity's Documentation .

Alpha To Mask

  • Type: Toggle

Sets the Alpha to affect the Mask of the Fur.

Stencil

Heads Up

Most, if not all properties that are listed here are the same descriptions as notated in Stencil. However, these settings are completely independent of the material's overall Stencil settings.

Stencil Type

  • Type: Dropdown, Options: Simple/Front Face vs Back Face

This controls the type of Stencil to use, whether to keep it simple or to compare it to the Front Face against the Back Face of the mesh. For the most part, this is usually set to Simple.

Stencil Reference Value

  • Type: Integer, Range: 0 - 255, Default: 0

What reference value to use for the stencil test. This is the value that the stencil buffer is compared to or written from.

Stencil ReadMask Value

  • Type: Integer, Range: 0 - 255, Default: 255

Value used to mask what bits of the stencil buffer are read from. This is best thought of as a binary number, which is bitwise ANDed with the stencil buffer value to determine if the read tests true.

Stencil WriteMask Value

  • Type: Integer, Range: 0 - 255, Default: 255

Value used to mask what bits of the stencil buffer are read from. This is best thought of as a binary number, which is bitwise ANDed with the stencil buffer value to determine if the write tests true.

For a reference on stencil read/write masks, this thread provides some useful information.

Stencil Pass Op

  • Type: Dropdown, Options: Keep/Zero/Replace/Increment/Decrement/Invert/IncrementWrap/DecrementWrap

Defines the operation that the GPU performs on the Stencil buffer when a pixel passes both the Stencil test and the Depth test.

Stencil Fail Op

  • Type: Dropdown, Options: Keep/Zero/Replace/Increment/Decrement/Invert/IncrementWrap/DecrementWrap

Defines the operation that the GPU performs on the Stencil buffer when a pixel fails the Stencil test.

Stencil ZFail Op

  • Type: Dropdown, Options: Keep/Zero/Replace/Increment/Decrement/Invert/IncrementWrap/DecrementWrap

Defines the operation that the GPU performs on the Stencil buffer when a pixel passes the Stencil test, but fails the Depth test.

Stencil Compare Function

  • Type: Dropdown, Options: Disabled/Never/Less/Equal/LessEqual/Greater/NotEqual/GreaterEqual/Always

What comparison function to use for the stencil test. This is the function that is used to compare the reference value and the value in the stencil buffer. This can be used to create effects where the stencil buffer is used to determine if a pixel should be drawn or not.