Style animated HDRP hair and fur with regional lengths, colours, curls and combing. Tune strand detail and distance-based density with optional brightness compensation. Standalone.Standalone HDRP edition. Tested: Unity 6000.4.7f1, HDRP 17.4.0, Collections 6.4.0, Windows D3D12. Requires compute shaders and BRG. Install HDRP and Collections and configure HDRP before import. No separate WildFur core or Asset Store dependencies. Promotional characters are not included. Built-in and URP are unsupported by this edition.WildFur HDRP — Hair & Fur is a standalone hair and fur authoring and rendering tool for Unity HDRP. No separate WildFur core or URP product is required.Take control of your character's hair and fur, down to individual strands. WildFur's root salon lets you select baked roots directly on the model and change each selected strand's length, root width and colour independently. Work on a single root, a fringe, a beard, a patch of fur or the whole coat. Save named selections to return to the same area later.Different lengths on one coat: give a fox short face fur, medium head fur and longer neck/body fur, or combine a cropped beard with longer scalp hair. Select and style each region independently; the whole coat does not have to share one length.Shape more than the silhouette. Adjust coverage and density, tip width, taper, variation, curl amount, turns, roundness, radius and fullness. Comb selected hair, draw a parting, guide its direction along the scalp and tune regional gravity, inertia and damping. Millimetre controls and Undo/Redo help you refine a style without changing unrelated strands.Choose how you colour your work: individual root colours, a separate hair-colour texture, shared root-to-tip colours or markings sampled from an assigned body texture. Optional root-to-skin blending softens strand attachments. An independently toggled, masked scalp underlayer tints the skin beneath the hair to reduce visible scalp contrast; switch it off to restore the original renderer properties.WildFur attaches opaque mesh strands/clumps to static meshes or existing skinned surfaces. Each baked root controls one rendered strand/clump. BatchRendererGroup draws them without a GameObject per strand or a second skeleton. Density-selected roots determine simulation and draw work; baked capacity still determines retained memory. Capacity can be increased up to 250,000 roots while preserving existing root positions and painted coordinates.Balance detail and rendering cost with adjustable strand geometry, independent distance-based geometry reduction and spatially distributed density reduction. Stable root identities preserve the groom as active strand counts change. Optional brightness compensation helps offset darkening when detail is reduced; it cannot replace missing silhouette or shadow coverage.RGB control maps provide regional coverage, length and width inputs alongside per-root styling in the root salon. Includes runtime and editor source, offline documentation, and static and animated sample scenes built from owned primitive geometry. Character models shown in promotional media are not included or required.Bring hair and fur to life with gravity, wind and gusts, movement-driven inertia and adjustable damping. Sphere-based interaction bends strands away from an assigned contact sphere, which can follow a hand or scene prop. Adjust the sphere radius and contact strength to control the response.Requirements: Unity 6000.4.7f1, HDRP 17.4.0 and Unity Collections 6.4.0. Windows Direct3D 12 is the tested configuration. Install the required Unity packages and configure HDRP before importing. Other platforms and configurations are not certified by this release.Limitations: HDRP only; opaque geometry rather than transparent hair cards. No ray-traced fur, braid solver, body collision or self-collision solver. A wet-looking finish can be styled with coat appearance controls; there is no wetness simulation. Scalp-following guides shape the groom along the surface. Sphere interaction provides local bend response; it does not enforce collision-free contact along the full strand or prevent all body and strand intersections.Body-colour inheritance samples an assigned texture rather than evaluating arbitrary body shaders. Single-frame blend shapes are supported; multi-frame blend shapes are unsupported. Scalp masks use body texture coordinates and may need manual refinement. Performance depends on active roots, geometry, screen coverage, shadows and hardware.Licensing notice: HDRP material/pass declarations are adapted under the Unity Companion License. See Third-Party Notices.txt and the included licence files.Watch the styling video and try it yourselfExplore hair, beard and fox-fur styling on three interactive models at WildAssets — Try the playground.The playground video shows our URP web build. All styling features demonstrated are also available in WildFur HDRP — Hair & Fur. The web preview uses prepared models; native HDRP rendering and browser performance will differ.X @WildStudioDev · YouTube @WildStudioDev · Wild Studio DiscordTested configuration: Unity 6000.4.7f1 / HDRP 17.4.0 / Collections 6.4.0 / Windows Direct3D 12. Requires compute shaders and BatchRendererGroup support.Per-root strand editing: independent length, root width, colour, coverage/density, tip width, taper, variation, curls, gravity, inertia and damping. Root-ID selections are independent of shared or mirrored UVs. Named selections, Add/Replace/Subtract selection and Undo/Redo support iterative styling.Direction tools: combing, parting and scalp-following guides. Shared appearance controls and RGB map inputs complement per-root styling. Optional root-to-skin blend and masked scalp underlayer are separate toggles, disabled by default.Runtime motion: gravity, wind/gusts, movement-driven inertia and damped bend recovery. One optional contact sphere per WildFur surface, with an assigned centre transform, radius and adjustable response strength. Contact is evaluated at each strand's unbent tip and applied as a bend offset.GPU attachment to static meshes or existing skinned renderers using shared bone data. Raster depth, shadow and motion-vector passes. Spatially distributed nested root subsets preserve original root IDs and authored styles. Automatic distance-budget changes support grow/shrink fades; manual root-budget overrides apply immediately; retained memory still follows baked capacity. Keep required BRG/DOTS shader variants in builds.Capacity up to 250,000 baked roots. Current and previous deformation state use 288 bytes per baked root; regional style data adds 160 GPU bytes per root plus serialized CPU data. Other buffers and geometry are additional. Generated strand geometry ranges from 8 to 194 triangles in six-triangle steps; the standard four-segment strand uses 26. Independent optional distance geometry controls reduce segment counts for distant coats. Optional brightness compensation has separate density/geometry strengths, a gain cap and temporal smoothing. Geometry reduction and brightness compensation are opt-in; inspect silhouettes, curls and shadows at your intended distances.Included: runtime/editor source, compute/HDRP shaders, offline documentation and primitive static/animated demos. Start at Assets/WildFur/Documentation/GettingStarted.md and RootSalon.md. Pictured characters, character controllers and their body shaders are not included.Mask edits can require synchronous active-root selection/readback. Continuously animated masks and final character scenes need application-specific profiling. No universal frame-rate guarantee is made. See ReleaseValidation.md for test scope and validator findings.AI assisted with C#, shader and compute-shader implementation, editor-tool development, documentation and technical testing.




