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Assign a Texture that controls color of the Sclera.
Sclera Smoothness
Sets the smoothness of the Sclera.
Sclera Normal
Assign a Texture that defines the normal map for the Sclera.
Sclera Normal Strength
Modulates the Sclera normal intensity between 0 and 8.
Sclera Diffusion Profile
Sets a Diffusion Profile, controlling the Subsurface Scattering properties of the Sclera.
Iris
Property
Description
Iris Texture
Assign a Texture that controls color of the eye’s Iris.
Iris Clamp Color
Sets the color that will be used if the refraction ray reached the inside of the Cornea
Iris Offset
Sets the offset of the Iris placement, useful since real world eyes are never symmetrical and centered.
Iris Normal
Assign a Texture that defines the normal map for the eye’s Iris.
Iris Normal Strength
Modulates the Iris’ normal intensity between 0 and 8.
Iris Diffusion Profile
Sets a Diffusion Profile, controlling the Subsurface Scattering properties of the Iris.
Pupil
Property
Description
Pupil Radius
Sets the radius of the Pupil in the Iris Map as a percentage.
Pupil Debug Mode
When enabled, displays a debug mode that allows you to calibrate the desired Pupil Radius for your Iris Map. For proper calibration, ensure that the Iris Offset is 0, the Pupil Aperture is 0.5 (the neutral position) and then the white circle must be inside the iris pattern. See the following screenshot for an example:
Pupil Aperture
Sets the state of the pupil’s aperture, 0 being the smallest aperture (Min Pupil Aperture) and 1 the widest aperture (Max Pupil Aperture).
Minimal Pupil Aperture
Sets the minimum pupil aperture value.
Maximal Pupil Aperture
Sets the maximum pupil aperture value.
Limbal Ring
Property
Description
Limbal Ring Size Iris
Sets the relative size of the Limbal Ring in the Iris.
Limbal Ring Size Sclera
Sets the relative size of the Limbal Ring in the Sclera.
Limbal Ring Fade
Sets the fade out strength of the Limbal Ring.
Limbal Ring Intensity
Sets the darkness of the Limbal Ring.
Cornea
Property
Description
Cornea Smoothness
Sets the smoothness of the Cornea.
Geometry
Property
Description
Mesh Scale
The Eye Shader expects a Mesh of size 1 in Object space. If needed, set this parameter to compensate the mesh size. This is independant of the scale on the Transform component.