I had an impulse to see if I could make a basic hair shader that doesn't require any specially made meshes or textures.
The shapes below are just standard Unity spheres and capsules and only a simple normal map is used; no other textures. Left is Unity's Standard shader; right is the same, but with brute force anisotropic shading, running the BRDF function up to 50 times and taking a weighted average.
Of course, non-brute force approaches are possible too, but way harder to make look good.