This was experiment in cloth shading. This uses a few different methods to go from a standard surface / cloth brdf to something more reminiscent of an actual fibrous surface.
A few of the main effects this shader utilizes include:
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Single layer parallax shadowing (for the fuzz layer)
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High-frequency normals calculated from height maps
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Curvature edge masking, for altering opacity at grazing angles
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Specular occlusion for the fibers to help simulate the self shadowing and fuzzyness of the surface
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Low frequency normals (for larger scale surface deformation)
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Statically compiled variants for using Colour Tint Maps and Dual-tone tinting
(Example of the data maps used)