Realistic Hair Shader

This hair shader is based on Kajiya-Kay lighting model. The hair shader has a good approximation to represent specular, self shadow, back lit(rim light) and colors. And the specular and shadow can react to both of light direction and camera direction:

HairDemo from Yunhao Huo on Vimeo.

This picture clearly shows the specular effects and “volumetric feeling” due to the self shadowing. And also I unified the normals across each hair card, so it’s hard to tell the feeling of “hair cards”:


Because this shader used dithered alpha blending, the shader is using mask blending mode, so the overall shader is not that expensive and also maintained good blending of the hair tips.


Materials and Shaders

Ice Shader

This ice shader is in the context of Unreal Engine 4 and it uses three texture maps that generated by Substance Designer. This ice shows three layers of ice surface, subsurface and bubbles, audience can see through the surface and find more details.
And here is a video to show interior offset of details when camera moving.

Ice_Demo from Yunhao Huo on Vimeo.

Ice from Yunhao Huo on Vimeo.


The picture above showed opaque and translucent modes of this shaders.

Basically, three texture maps are fed into Bump Offset node and I set up different distances for each textures so the ice material has layer ‘beyond’ other layers, and use the result to feed into the alpha of the Lerp node and lerp between two colors.

This is how it looks on “SM_Rock” asset in UE4:


This material was created for the game “Hollow”, my graduate capstone game at the Florida Interactive Entertainment Academy.