The standard fur material in Stingray lets you create realistic short fur that can be applied to assets like bears, cats, and dogs.
Note: Currently, fur is supported on Windows only.
Create a new standard material. See Create a material.
Under the Parent Material group, set the Parent Resource field to point to the default fur material, core/stingray_renderer/shader_import/_standard_fur
This sets up the material so that any mesh it is applied to is shaded with fur.
Noise Map
Generates the fur.
Color
Determines the color of the fur.
Tip: Best results are achieved when applying a Color Map that looks like fur instead of selecting a single Color.
Length Mask
Applies a mask that makes areas of fur on your mesh shorter than the current Fur Length. In a grayscale map black means no fur, while white means the mesh uses the full fur length in that area.
Roughness
Controls the amount of shine on the fur.
Direction Map
Controls the direction of the fur in tangent space.
Direction Amount
Controls the amount of the Direction Map that is applied to the fur.
Normal Scale
Controls the strength of the normals that are generated from the fur noise.
Parallax Blur
Blurs the gaps between the slices of fur. When using longer fur, increase this value.
Tip: If your fur starts to jitter, reduce the Parallax Blur and/or Fur Length value(s).
For more information, see Assign a material to an object.
Tip: You can use the Shell Length node to determine the length of fur for a particular pixel on your model. When Shell Length is 0, there is no fur on that part of your model. In this scenario, you may want to adjust your model’s normals. For example, you can use normal mapping to add a higher level of detail to areas where fur is missing.