This page uses two character models as examples for setting up hair highlights:

オリジナル3Dモデル「セリア」

「暮井 慧(プロ生ちゃん)公式 MMD/VRM/FBX/Blend」 / 5zj さんの作品 - ニコニ立体

Demo of hair highlight effect: the highlights increase with the angle between the surface and the camera (Fresnel effect).

Demo of hair highlight effect: the highlights increase with the angle between the surface and the camera (Fresnel effect).

1. Use ASP/Character Shader


  1. Set the current material's shader to ASP/Character.
  2. Set ToonShadingStyle to CelShading (Face & StylizedPBR modes did not provide hair highlight options).

2. Prepare UV Unwrapped Hair Mesh and Texture


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3. Setup Shader Parameters


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  1. In the Material Inspector, assign the Hair Highlight Mask texture created in the previous step.
  2. Specify the UV for the sampling texture (default is UV2, ASP supports sampe from UV0 to UV3).
  3. Setup the highlight color and Fresnel Mask Power. A smaller value restricts the highlight to the grazing angle, while a larger value increases the highlight area.
  4. When Camera Roll Influence is greater than 0, the UV sampling shifts with the game's camera movement (the shift direction is along with mesh UV's Y axis).