In this video, we walk you through a shader technique for creating fur effects in games. This approach, first developed in 2001, offers a fascinating look at how creative illusions can bring depth to game visuals.
What you’ll learn:
- How to simulate fur using layered cross-sections
- Adjusting strand tapering and density for a natural effect
- Adding subtle variation for more organic results
- Exploring alternative uses, like non-fur materials
While this tutorial uses Unity, the technique can work in any 3D game engine. It’s simple, adaptable, and a great tool for experimenting with visual effects.
Want to go further? Check out these resources:
- The original paper: Real-time fur over arbitrary surfaces (2001) by Jed Lengyel, Emil Praun, Adam Finkelstein, and Hugues Hoppe. https://hhoppe.com/proj/fur/
- Unity 2021 Shaders and Effects Cookbook (4th ed. 2021, p366-374) by John P. Doran.
- Real-time rendering of fur (thesis, 2004) by Gary Sheppard.
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