HDRP‑inspired physical hair rendering for URP. Marschner‑style R/TT/TRT highlights with dual‑scattering compensation, designed for Unity 6 and scalable across PC and GLES3 mobile.Compatibility NoteCompatible with all major Graphics APIs, including GLES 3.Support All Rendering Paths in Unity 6.Support RenderGraph and Compatibility Mode.DocumentationFeaturesTri‑Color Gradient System (No Color Painting Needed)A procedural Root / Length / Tip gradient workflow with grey‑hair blending and per‑strand hue variation (mask/strand‑index driven), enabling natural hair color variation without authoring extra color textures.Marschner‑Inspired Physical Highlights (R / TT / TRT + Cuticle Control)Real‑time Marschner‑style R/TT/TRT highlight structure with cuticle angle and anisotropic strand direction control. Uses pre‑integrated 3D LUTs for azimuthal scattering to achieve stable, high‑quality hair specular response in URP.Multiple Scattering Compensation (Dual Scattering)Built‑in dual‑scattering term with pre‑integrated attenuation 3D LUTs to compensate energy/color from multiple scattering, improving perceived softness and reducing “plastic” looks, especially in backlit and grazing‑angle lighting.Unity 6 + Full URP Rendering Path SupportVerified on Unity 6 across all URP rendering paths. Includes depth & alpha consistency handling for depth‑priming / prepass scenarios to prevent pass mismatches in complex URP configurations.Mobile‑Ready (Mid‑to‑High‑End Devices)Compatible with OpenGL ES 3.0+ (GLES3) and designed to be practical on mid‑to‑high‑end mobile hardware.Full Source Code Included.Compatibility NoteCompatible with all major Graphics APIs, including GLES 3.Support All Rendering Paths in Unity 6.Support RenderGraph and Compatibility Mode.




