All assets
One character rendering workflow

Human Shaders for URP

Skin, hair, eyes, teeth, tongue, clothing, and visibility—together.

A complete URP character material toolkit with specialized human shaders, one editor workspace, texture packing, reusable profiles, diagnostics, runtime controls, and painted or geometric skin visibility workflows.

URPSix shader familiesSkin visibilityUnified editor
Human Shaders for URP showcase card
SurfacesSkin, hair, eyes, mouth, and clothing
AuthoringConversion, packing, and profiles
ClothingPainted regions and geometric hide zones
RuntimeMaterial controls and visibility requesters
What it solves

Skin, hair, eyes, teeth, tongue, clothing, and visibility—together.

Human characters are not one generic PBR surface. Human Shaders gives skin, hair, eyes, teeth, tongue, and clothing the separate optical treatment each surface needs while keeping authoring inside one connected Unity workflow.

Human Shaders Studio converts character materials non-destructively, packs shader-ready maps, creates reusable profiles, authors clothing visibility regions, and validates the finished character from one focused editor.

Core capabilities

A complete workflow, not a single trick.

The package connects authoring, runtime behavior, and the controls needed to integrate it into a real game.

01

Human-focused skin

Layered subsurface response, transmission, dual-lobe specular, makeup, detail normals, packed maps, and stabilized shadows.

02

Hair made for cards

Multiple coverage modes, strand opacity, flow mapping, shifted highlights, fiber transmission, pigment controls, and dedicated passes.

03

Eyes with depth

Separate sclera and iris response, redness masks, pupil dilation, limbal controls, virtual iris depth, cornea, wetness, and reflections.

04

Mouth surfaces that belong

Specialized tongue and teeth shaders cover soft tissue, saliva, enamel, dentin, moisture, transmission, detail, and staining.

05

Flexible clothing materials

Woven, knit, denim, silk, velvet, leather, and synthetic workflows with fibers, sheen, transmission, coating, and wetness.

06

Skin visibility built in

Hide covered skin through geometry-aware painted regions or exact sphere, box, capsule, and convex mesh zones at runtime.

The path through the tool

From first setup to production behavior.

The exact controls differ, but each STL Dynamics system is structured to get a first result quickly and leave enough depth for serious tuning.

Open Human Shaders docs
01

Bring in the character

Select a character hierarchy and let Human Shaders Studio identify and non-destructively convert its materials.

02

Build the look

Pack optimized maps, tune each surface, and save reusable optical profiles without coupling character textures.

03

Connect clothing and runtime

Author hide regions, create visibility sets, expose runtime controls, and validate the complete character setup.

Watch it work

See the workflow in motion.

Open the official STL Dynamics videos on YouTube for the complete walkthrough and focused tutorials.

Documentation included

Go from first setup to the exact system you need.

8 focused documents are available in the STL Dynamics documentation hub for Human Shaders for URP.