Hey everyone. Firstly, I'd like to apologize for how long it took to get back to this asset. The financial troubles that took me away from it are still there, but I'm hoping to use it in a game that'll help turn that around. There were days where I felt like a really horrible person for letting it just sit there without updates, so hopefully this will relieve some emotional stress even if the game that comes from it doesn't relieve any financial stress. I'm just getting started on the next version of the asset. I've got a very basic alpha test version ready to be improved. You can see in the screenshot below that the fur now gets shadows, and at the bottom of the screenshot, you'll see five of the new version with one of the old version in a depth buffer visualization to show that it is now working with that as well. There's still plenty more to do. The alpha test doesn't look horrible in these shots, but for some it looks pretty jaggy. I'm going to see about dithering the alpha instead of just straight clipping it, and maybe a version that overlaps alpha test with blended if that doesn't do the trick. The new temporal anti-aliasing does a pretty nice job of hiding some of the jaggies caused by the clipping though. Dithering may be sufficient, because I don't know at this point what difficulties will come from trying to alternate between to blending modes like that. I also have quite a few other improvements in mind, and hopefully at least a few of those will be done during the course of today. So I'll update this post if there are no replies, and make a new post if someone does reply when those changes are in. I don't want to keep bumping my thread multiple times in a day just to talk to myself. There will be some changes to authoring. Nothing major. The noise map needs to be inverted from what the alpha blended version looks like. I'll probably take this time to see about inverting the bias map as someone mentioned before. And the strand thickness starts doing horrible things if it gets too high, so I'll either see if I can fix that, or put more limits on it. Nothing will change about the existing shaders though, so unlike the last update, when this one is done it won't require reauthoring anything unless the new features are needed and/or wanted.