HairShader UE5

by using a second UV channel we were able to drive most of the parameter to modify the hair inside of unreal engine. See the next image for more details

The first UV Channel drives most of the usually used maps such as normal roughness metallic etc.

The second UV Channel drives the base anisotropy, root/tip gradient and the strands normal which gets added in the engine.

The first UV Channel drives most of the usually used maps such as normal roughness metallic etc.

The second UV Channel drives the base anisotropy, root/tip gradient and the strands normal which gets added in the engine.

demonstration of subsurface scattering support. For more details see the next Image.

The Subsurface Scattering Shader Model don't support Anisotropy from the Default Lit Shader. To mix it im blending both shader models with a float of 0.99 and multiply anisotropy by 100.

The Subsurface Scattering Shader Model don't support Anisotropy from the Default Lit Shader. To mix it im blending both shader models with a float of 0.99 and multiply anisotropy by 100.

3D model made by Petar Yankov

3D model made by Petar Yankov

Left 3D model made by Petar Yankov
Right 3D model made by Valentin Ebel

Left 3D model made by Petar Yankov
Right 3D model made by Valentin Ebel

3D model made by Valentin Ebel

3D model made by Valentin Ebel

Made for JunkHero - From Kabukicho to Another World by CandyValleyNetwork 
Back in 5.0 the epic hair shader model was broken especially for solid models. So we used as a workaround this shader which use material attributes and mixing the relevant shading models together. 
Character 3D Models by Valentin Ebel 
https://www.artstation.com/voxink
Character 3d Models by Petar Yankov https://www.artstation.com/petar_yankov