Godot Marschner Hair Shader
A Godot 4.7 hair-card shading stack with three explicit production quality tiers, viewport-aware coverage, packaged 3D LUT resources, and a shared optical-wetness model.
- Runtime API reference —
HairMaterialProfile,HairGroomData, coverage policy, LUT adapter. - Material authoring — authoring workflow, shader switching internals, preserved parameters.
- Optical wetness — wetness model and calibration endpoints.
- Direct LUT storage — production
ImageTexture3Dcontracts. - Production architecture — how the tiers and includes fit together.
Getting the addon
Download the standalone MIT addon or the mixed-license demo from the releases page. The demo groom assets are CC BY-NC 4.0 (CT2Hair / GodotHair); the addon runtime itself is MIT.
Repository docs index
| Document | Contents |
|---|---|
| api.md | Runtime API reference |
| hair_material_authoring.md | Authoring workflows and internals |
| hair_wetness.md | Wetness model and calibration |
| direct_lut_storage.md | Direct ImageTexture3D LUT contracts |
| marschner_production_architecture.md | Tier/include architecture |
| demo_release.md | Demo packaging and licensing split |
| release_validation.md | Release validation gates |
| release_media.md | Deterministic media capture workflow |
| Benchmark docs | Coverage/LUT/wetness benchmark methodology |
The full README with demo videos lives in the repository root.