I did some updates to geometry as well as the ‘surface shaders’ that handle the stocashtic alpha hashing, dither to alpha, and MIP LOD for stablility without the need for TAA. This is all hair for deferred lighting without ‘decals’ or post processing to support anisotropic highlights and slight blurring as you might see on a shipped title. This is much more stable with very little noise and good enough for LOW quality rendering directly.
Here’s some images without post processing or shadow maps using the melanin/pheomelanin to generate color instead of ‘dye’ path of the hair shader: