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Realtime Hairy Donuts

Some hairy donuts with realtime fur driven by vertex shader made in Unity.
Key feature here is baked Pivot points of hairs into theirs UVs and their Normal directions in Vertex color. Using this information we gain full control of hairs transformations in vertex shader and can rotate, bend, scale and offset them as separate objects (although this is actually a solid mesh).
Mesh itself and all nesessary bakings were made in Blender using Geometry Nodes.
Shader and renders were made in Unity.