branchrust_reboot/main/hair_capscancel
78 Commits over 181 Days - 0.02cph!
set composite materials to not use sRGB and tweaked composite textures accordingly, material tweaks, made alpha more solid at distance
uv tweaks on short strands
current progress on haircaps, exported playermodel with uv2 channels on head and bodies, hairstyle 2, hairstyle 1, composite maps, disabled more automatic dye presets
Brute force fix for TB-related skin hair layer seams
tweaked hair colours and thickened out style 2, tried out multiple normal map variations on skinhairtest and added latest
Simplified base color mask mixing
Updated skin hair test scene
Disabled compression on test mesh
added skinhairtest unity scene with skinhair cap and test head
Replaced skin hair masks with multi-param packed map; added toggle for feature
added uv2 channel to playermodel LOD0 heads for test (need to add to all lods and bodies) added hair mask to skin material, testing nontssaa with new comp and diffuse textures
Added optional dual masked hair layers to core/skin shader
temporarily turned off male asian hairdye switching. working on blondes and ginger colours with new system.
Removed unused skin shader variations
working on new strands and materials/textures
Fixed hair specular and roughness naming
rebuilt haircap 2 with morphs and skinned and got working seamlessly with male head, works with non tssaa
rebaked out vertex lighting, reskinned and added skin-haircap to male pubic, made look better on non tssaa
added new skin-hair haircap to female pubic and improved hairstrands on non tssaa. built prefab
Fixed pubic skin-hair cap floating geo and added hairstyle 02 skin-hair cap, Seems to work with no visible seams.
created new hair cap material that blends with skin, and tweaking textures and mesh
Added core/skin (haircap-layer) shader
Updated hair shader inspector
Updated hair spec and rough property names + values on existing materials
added female pubic hair cap with shared skin/hair material to hair_caps branch