A complete URP character shading suite for skin, hair, eyes, tongue, teeth, and clothing, with human-focused lighting, editor tools and profiles for materials, and runtime skin visibility authoring.URP only. Human Shaders is built specifically for Unity’s Universal Render Pipeline and does not support Built-In or HDRP. Tested in Unity 2022 LTS and Unity 6.x with their corresponding URP packages. Custom SRPs are not officially supported.Human Shaders for URP is a complete character material and shading toolkit built specifically for rendering human characters in Unity's Universal Render Pipeline.Instead of treating an entire character like a collection of ordinary PBR materials, Human Shaders provides specialized shaders for the surfaces that make people difficult to render well: skin, hair, eyes, teeth, tongue, and clothing.Each shader uses material techniques designed around the surface it represents, while the included Human Shaders Studio provides a unified workflow for converting character materials, packing textures, creating reusable profiles, authoring clothing visibility regions, and validating the finished setup.HUMAN SKINThe Human Skin shader is designed around the layered response of skin rather than a standard metallic workflow.Features include:• Fast and High quality subsurface response modes• Light transmission and thickness control• Dual-lobe skin specular response• Independent epidermal and surface roughness• Adjustable skin index of refraction• Subsurface masking• Detail normal mapping• Makeup layer with independent tint, strength, mask, and roughness response• Emission support• Ambient occlusion and packed skin maps• Advanced human-focused shadow stabilization• Shadow terminator correction• Shadow speckle cleanup• Separate diffuse and subsurface shadow treatmentHUMAN HAIRBuilt for layered hair cards and strand-based textures.Features include:• Cutout and transparent surface modes• Hard Cutout, Alpha-to-Coverage, and Dithered coverage modes• Separate strand opacity control• Hair flow / comb direction mapping• Primary and secondary anisotropic-style highlight lobes• Adjustable highlight shift and roughness• Fiber transmission and backlighting• Optional melanin-inspired pigment controls• Normal mapping• Packed AO, roughness, specular, and transmission data• Reflection probe response• Dedicated hair shadow, depth, and depth-normal passesHUMAN EYESDesigned to give eyes depth, moisture, and variation without requiring a complex multi-material character setup.Features include:• Separate sclera and iris treatment• Adjustable sclera tint and scattering• Sclera redness / vein masking• Iris tint and brightness• Pupil coloring and dilation• Limbal ring color, width, and intensity• Adjustable iris center and radius• Virtual iris depth and concavity• Cornea layer• Adjustable cornea IOR and roughness• Tear / wetness control• Wet normal smoothing• Reflection probe responseHUMAN TONGUEA soft-tissue shader designed for convincing mouth interiors.Features include:• Soft-tissue subsurface response• Transmission and thickness controls• Vascular scattering• Saliva film• Dynamic wetness• Wet specular response• Papilla detail normal mapping• Packed occlusion, roughness, saliva, and thickness data• Human-focused shadow stabilizationHUMAN TEETHSeparates the visual response of dentin and enamel for more natural teeth.Features include:• Dentin tint and scattering• Enamel layer with configurable thickness• Enamel optical density• Enamel IOR and reflection response• Moisture / wet enamel response• Incisal transmission• Enamel opalescence• Micro-detail normals• Optional stain layer• Reflection probe supportHUMAN CLOTHINGHuman Shaders also includes a flexible clothing shader for keeping character materials visually consistent inside one package.Included material presets:• Woven• Knit• Denim• Satin / Silk• Velvet• Leather• SyntheticClothing features include:• Fiber roughness and specular response• Fiber sheen• Anisotropy controls• Fiber direction mapping• Weave detail normals• Wear and color variation• Thin-fabric transmission• Optional surface coating / clear coat• Dynamic wetness• Wet fabric darkening• Wet reflection and roughness changes• Wet sheen suppression• Opaque, alpha-clipped, and transparent / sheer workflowsHUMAN SHADERS STUDIOHuman Shaders includes a dedicated editor workspace under:Tools → STL Dynamics → Human Shaders StudioThe Studio provides five focused workspaces:• Overview• Materials• Texture Packing• Skin Visibility• DiagnosticsExisting character materials can be converted into Human Shaders materials directly from the selected character hierarchy.Conversion is non-destructive: source materials are preserved while new Human Shaders materials are created and assigned to the applicable renderer slots.TEXTURE PACKINGCreate shader-ready packed RGBA maps directly inside Unity for:• Skin• Hair• Eyes• Tongue• Teeth• ClothingIndividual grayscale source textures can be assigned to each channel and packed into a single optimized data texture.Generated packed maps are automatically configured as linear data textures.Supported output sizes range from 512 to 8192.REUSABLE MATERIAL PROFILESCreate reusable ScriptableObject profiles for:• Skin• Hair• Eyes• Tongue• Teeth• ClothingProfiles make it easy to reuse optical properties across multiple materials or characters while keeping character textures independent.SKIN VISIBILITY SYSTEMHuman Shaders includes a built-in system for hiding skin underneath clothing without requiring duplicated character meshes.Two authoring workflows are provided.Painted RegionsPaint visibility regions directly onto the character mesh inside Unity.Painted profiles use geometry-aware data so regions can remain isolated even on character meshes that contain overlapping or shared UV layouts.Regions can represent areas such as:• Torso• Arms• Legs• Hands• Feet• Head• Custom clothing coverage regionsMultiple painted regions can be independently enabled, disabled, and combined at runtime.Geometric Hide ZonesCreate exact spatial hide regions using:• Sphere• Box• Capsule• Custom Convex MeshZones can be positioned directly around clothing or character geometry and can be changed at runtime.RUNTIME CLOTHING INTEGRATIONVisibility Sets allow clothing or gameplay systems to define which painted regions should be hidden.Visibility Requesters provide a request-based workflow so multiple overlapping systems can safely request skin visibility changes without manually managing the complete character state.This makes the system suitable for runtime clothing swaps, equipment systems, character customization, and layered outfits.DIAGNOSTICSHuman Shaders Studio includes package and character validation.Diagnostics can check:• Required shaders• Active render pipeline• Human Shader materials• Normal-map import configuration• Linear packed-data texture configuration• Painted skin profiles• Duplicate runtime region IDs• Legacy skin visibility masksSelected Human Shader materials can also be synchronized from the Diagnostics workspace.BUILT FOR URPHuman Shaders is designed specifically for Unity's Universal Render Pipeline.The shaders integrate with URP lighting features including main-light shadows, additional lights, additional-light shadows, soft shadows, lightmaps, directional lightmaps, reflection probes, and Forward+/clustered lighting paths where supported by the Unity version.Human Shaders is intended for developers who want character-focused rendering without having to build and maintain a separate shader solution for every part of the human body.Bring in the character.Convert the materials.Tune the look.Ship better humans.Render PipelineURP: Supported / RequiredBuilt-in RP: Not SupportedHDRP: Not SupportedShaders Included (6)• Skin• Hair• Eye• Tongue• Teeth• ClothingInternal skin visibility shaderShader Model3.5Lighting Support• Main light + realtime shadows• Additional lights + shadows• Soft shadows• Lightmaps / directional lightmaps• Reflection probes• URP Forward+/clustered compatibilitySkin Shader• Subsurface (Off / Fast / High)• Transmission / thickness• Dual-lobe specular• Detail normal• Makeup / emission• Alpha clipping• Packed AO / roughness / specular / thickness maps• Runtime painted + geometric visibilityHair Shader• Cutout / Transparent• Hard / Alpha-to-Coverage / Dithered• Dual specular lobes• Flow map support• Transmission• Pigment controls• Normal mapping• ShadowCaster / Depth / DepthNormals passesEye Shader• Sclera scattering• Iris / pupil control• Limbal ring• Cornea layer• Tear film / wetness• Vein maskingTongue Shader• Subsurface response• Transmission• Saliva / wetness• Detail normalsTeeth Shader• Dentin / enamel layers• Moisture / wetness• Incisal transmission• Opalescence• Staining• Detail normalsClothing Presets (7)• Woven• Knit• Denim• Satin / Silk• Velvet• Leather• SyntheticSkin Visibility System• Sphere / Box / Capsule / Convex Mesh zones• Up to 32 active zones• Up to 128 convex plane entries• Painted + runtime visibility blendingEditor Tools (Human Shaders Studio)• Material conversion• Texture packing• Skin visibility authoring• Diagnostics• Custom ShaderGUI for all shadersTexture Packing• 512 / 1024 / 2048 / 4096 / 8192• Linear (non-sRGB) outputRuntime API• Material profile application• Shader parameter control• Painted / geometric visibility control• Visibility sets & request system• Clothing/equipment integrationCode Structure• Runtime / Editor asmdefs• No unsafe code• No external runtime dependenciesRequirementsRequires URP.Performance varies by shader, feature usage, and hardware. Skin and soft-tissue shaders are higher cost than standard URP/Lit.



