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SanitizedIntroduction: "Welcome to the Hair Shading Samples scene.\n \n
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. This tutorial can help you through the step
of implementing strand-based Hair to your HDRP project. \n \n \n "
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vector to avoid jitters caused by Temporal anti-aliasing (TAA). It also uses
transparent depth prepass with a threshold.
For more details, see
the PhysicalHair_Cards shadergraph.'
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SanitizedIntroduction: "Welcome to the Hair Shading Samples scene.\n \n 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\n \n "
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For more details,
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