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Physical Hair Shader

\n\n The Physical model is based on the Marschner algorithm. This example uses the before refraction and alpha clip modes. It writes to the motion vector to avoid jitters caused by Temporal anti-aliasing (TAA). It also uses transparent depth prepass with a threshold.\n \n For more details, see the PhysicalHair_Cards shadergraph.\n\n

Approximate Hair Shader

\n\n The Approximate model is based on the Kajiya-Kay algorithm. To use this model you have to manually balance the different components of the render, for example, basecolor, specular, and smoothness.\n\n For more details, see the ApproximateHair_Cards shadergraph.\n\n

Strand Based Rendering

\n\n This scene only contains examples of card-based hair. To create strand based hair, HDRP requires the addition of the Hair and Alembic packages. 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This example uses the before refraction and alpha clip modes. It writes to the motion vector to avoid jitters caused by Temporal anti-aliasing (TAA). It also uses transparent depth prepass with a threshold. 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Physical Hair Shader

\n\n The Physical model is based on the Marschner algorithm. This example uses the before refraction and alpha clip modes. It writes to the motion vector to avoid jitters caused by Temporal anti-aliasing (TAA). It also uses transparent depth prepass with a threshold.\n \n For more details, see the PhysicalHair_Cards shadergraph.\n\n

Approximate Hair Shader

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