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Fur Properties

All fur properties to be edited through code must be accessed through the XFur Studio Instance component by accessing the internal XFur Template (the struct containing all the fur properties for said materials) by its material index. The array of XFur Templates inside the XFur Studio Instance is called FurDataProfiles and it should be accessed as follows :

 

using XFurStudio3;
using UnityEngine;
 
public class MyClass:MonoBehaviour{
 
    void Start(){
        XFurStudioInstance xfurInstance = GetComponent<XFurStudioInstance>();
        int matIndex = 0;
        //Will print to the console the current length of the fur in the material with index 0 for the
        //XFurStudioInstance component attached to this GameObject
        Debug.Log( xfurInstance.FurDataProfiles[matIndex].FurLength );
    }
 
}

 

Below you can find a list of all the accessible properties within each Fur Data Profile element.

Variable Type Variable Name Variable’s Purpose
bool CastShadows Whether this fur material will cast accurate shadows
bool ReceiveShadows Controls the maximum length of the fur
int FurSamples The amount of samples / passes used on this fur material
float FurUVTiling The tiling applied to the Fur Strands map
float FurLength Controls the maximum length of the fur
float FurThickness Controls the thickness of the fur as it goes towards the tips
float FurThicknessCurve Controls the variation of the thickness from root to tips
float FurOcclusion Controls the overall self shadowing / occlusion in the fur
float FurOcclusionCurve Controls the strength of the shadowing over the strand
float FurRimPower Controls the thickness of the rim lighting outline
float SelfWindStrength The local multiplier for the overall wind simulation strength
float SkinSmoothness The smoothness of the “skin” pass on Basic Shell shaders
Color FurMainTint The final tint to be applied to the fur
Color FurColorA The color to be blended by the red channel of the Color Variation Map
Color FurColorB The color to be blended by the green channel of the Color Variation Map
Color FurColorC The color to be blended by the blue channel of the Color Variation Map
Color FurColorD The color to be blended by the alpha channel of the Color Variation Map
Color FurShadowsTint The tint of the occlusion / self-shadowing effect
Color FurRim The color used for the Rim lighting effect
Color FurEmissionColor The color used for the emission channel when Emissive Fur is enabled
Color SkinColor The final tint applied to the “skin” pass of Basic Shells shaders
Texture FurColorMap The texture containing the color to be applied to the fur
Texture FurData0 The texture that controls fur coverage, length, occlusion and thickness
Texture FurData1 The texture that controls fur grooming direction (RGB) and stiffness (A)
Texture FurEmissionMap The texture that controls the emission channel of the fur
Texture SkinColorMap The color map of the “skin” pass on the Basic Shell shaders
Texture SkinNormalMap The normal map of the “skin” pass on the Basic Shell shaders
XFurStudioStrandsAsset FurStrandsAsset The fur generation map (procedural or Texture) stored in an asset