Fluffy Grooming Tool
Both strand based and card based fur is supported. The hair shading is based on Disney's Marschner model and the solution supports all 3 rendering pipelines. The tool works in a similar way as Maya's xGen and similar solutions.
Fluffy supports alpha sorting so you can use transparent materials with correct z-sorting. It works with any shader, so you don't have to create any custom shaders to use it. The solution has gravity, wind, physics and colliders built in and the simulations are done using compute shaders so it's very fast.
You can make everything from AAA grooms for high end PC's and consoles to simpler fur that works well on mobile devices.
Blend shapes and HDRP ray tracing also works out of the box.
The grooms you create can also be exported to a mesh/skinnedMesh so it can be used to create bushes, grass patches and so on. This option also lets you use it on platforms that don't support compute shaders. There is also LOD & frustum culling support.
Fluffy includes a large selection of brushes and features for grooming: Length, Width, Rotate Root, Orient, Twist, Attract, Smooth, Reset, Mask, Mask Clumps, Raise, Motion & Wind, Color painting.
The fur or hair can be added and groomed in separate layers and you can add multiple layers of clumping.
In addition to the in engine grooming solution, Fluffy also supports Alembic grooms so you can import hair and fur from third party applications like Maya, Blender etc. and render it in Unity. The Alembic functionality is currently in beta, meaning it hasn't gone through the same beta testing period as the Fluffy Grooming Editor.
NOTE: This asset requires minimum Unity version 2021.2.
Documentation: link
Release Notes
1.2.3
- Fixed an issue where the Alembic Hair could disappear when entering playmode.
1.2.2
- Fixed an issue when building the game.
1.2.1
- New Alembic sample scene for the HDRP Render Pipeline.
1.2
- Support for High Quality Line Rendering in the Alembic HairRenderer.
- Bugfixes, errorhandling and improvements to the Alembic setup screen.
- Support for rotating alembic files during the setup process.
- Per strand culling system for the Alembic HairRenderer based on camera distance.
- New HDRP shader that supports the High Qualit Line Renderer.
- It is now possible to switch between Line and Triangle Mesh topology in the Alembic HairRenderer.
1.1.6
- Fixed an issue with motion vectors when using a card cutout material with HDRP.
1.1.5
- Removed visual scripting references.
- Only logging missing camera when in playmode.
1.1.4
- Fixed a bug where the HairRenderer would leave the old hair in the scene when changing HairContainer.
- Less flickering when switching HairContainers when the hairs is not skinned to an object.
1.1.3
- Fixed the built in shaders to work with non normalized normals.
1.1.2
- Texture offset and scale now works on the URP shaders.
- The Alembic HairRenderer now has a keep shape option, that tries to restore the original shape each frame.
1.1.1
- Fixed hidden rendering objects leaking in the scene.
- Fixed that SDFColliders would force one Material on the entrire mesh.
1.1.0
- Fixed crash when chaning the clump attraction curve.
1.0.9
- Fixed Nan errors when scaling strands to 0. This was causing black scene view on HDRP.
1.0.8
- Fixed that the strands would warp when there was a clump modifier present and the object was rotated.
1.0.7.1
- Fixed indexOutOfBounds when adding clump modifier.
1.0.6
- Fixed shader warning.
- Fixed that the fur would disappear when the layer subdivision count was less than 4.
1.0.5
1.0.4
- Bugfixes to the texture masks.
- Bugfixes to the LOD system.
1.0.3
- Added texture mask support.
- Normals and motion can now be edited per layer on the FurRenderer.
- Fixed the scaling of Alembic grooms. The scale was too big for skinned Alembic Grooms by approximately 30%.
- Layers can now be named.