Note for the Implemention of Energy-Conserved Marschner Hair Reflectance Model
I do not know why load the precomputed textures into shader produces so bad effect, and precomputing really cost me to much time (one texture cost nearly 40 minutes on my dual core E5200), I really do not think the ECMarschner is a good common choice for production hair rendering. People may check my code at Ortholab. I still prefer the BCSDF (far-field) or AFMarschner (Artist Friendly Marschner), fast, intuitive. If you want to implement it, you may considered my note here.