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  5. FurProfileData

FurProfileData

Struct in XFurStudio.Core

Properties

Property

Type

Description

version

XFurRenderingPipeline

The version of this FurProfileData. Used for self-updating

useProbes

bool

Enables compatibility with Unity Light Probes

castShadows

bool

Whether the fur will cast shadows or not

receiveShadows

bool

Whether the fur will receive shadows or not

rimLightingTint

Color

The tint of the rim lighting effect applied to the fur

rimLightingStrength

float

Multiplies the strength of the rim lighting effect to boost it or dim it

rimLightingPower

float

Controls the thickness of the rim lighting effect

renderingSamples

float

How many rendering samples (shells) to use to render the fur

mainTint

Color

The main tint to be applied to the fur

colorMap

Texture

The main color texture for the fur (the albedo map)

baseUVTiling

Vector4

The base tiling and offset to apply to the color and normal maps

furStrandsAsset

FurStrandsAsset

The FurStrandsAsset that describes the appearance of the fur

furStrandsTexture

Texture

Optionally, an external fur strands map

furStrandsTiling

float

The tiling to apply to the fur strands

doubleSided

bool

Whether the fur will be rendered with a double sided material or not

furLength

float

The length of the fur

furThickness

float

The fur’s thickness

furThicknessCurve

float

The thickness variation from the root to the tip of a fur strand

useCurlyFur

bool

Whether to use the curly fur properties or not

curlyFurParameters

Vector4

Curliness ( X, Y ) and size of the curl twists ( Z, W )

emissiveFur

bool

Whether emissive fur will be used or not

emissiveTint

Color (HDR)

The HDR color used for the emission channel

useLegacyColorVariation

bool

Whether color variation will use the legacy method

legacyColorVariationMap

Texture

A texture that defines color variation through its color channels

furNoiseShadingTiling

float

The tiling of the procedural noise variation pass

noiseShadingTint0

Color

First tint for color variation

noiseShadingTint1

Color

Second tint for color variation

noiseShadingTint2

Color

Third tint for color variation

noiseShadingTint3

Color

Fourth tint for color variation

mainFurStrandBoost

float

A boost / multiplier for the color of the main fur strands

secondaryFurStrandBoost

float

A boost / multiplier for the color of the secondary fur strands

useVertexData

bool

Whether to use the Baked Vertex Data mode or not

furDataMap

Texture

The fur data map, used for fur styling

furGroomingMap

Texture

The fur grooming map, used for fur styling

groomStrength

float

The strength of the grooming effect over the fur

windStrengthMultiplier

float

Multiplies the global wind strength for this particular instance

normalMap

Texture

The normal map to apply to the fur

selfOcclusionStrength

float

The strength of the self-shadowing effect

selfOcclusionCurve

float

The variation of the shadowing effect over the strand of fur

selfOcclusionTint

Color

The tint for the self-shadowing effect

roughness

float

The roughness of the fur. Less roughness makes it shinier

metallic

float

The metallness of the fur.

specularTint

Color

The tint applied to the specularity of the fur material