Eye Shader
The Eye shader is used to render realistic eyes that take sclera, cornea, iris, and eye moisture properties into account.
Shader Parameters
- Cornea Refraction
-
Controls and optionally animates pupil size.
Default value: 0.01
- Cornea Smoothness
-
Controls the glossiness of corneas reflections.
The default creates smaller and sharper highlights that are more lifelike.
Default value: 1
- Indirect bounce color
-
Sets the amount of indirectly bounced color. Has no effect when the Physically Based Shading (PBR) model is used.
Default value: 136,136,136
- Iris Color
-
Tweaks the iris color without affecting the eye white.
Iris Color can be used for eye variation between characters that use the same texture.
Default value: 187,187,187
- Iris Depth
-
Simulates the actual form of the iris, since the in-game mesh has the shape of a sphere.
Default value: 0.005
- Iris Shadowing
-
Controls iris self-shadowing, which further simulates the actual form of the iris.
Note
This effect is only affected by sunlight and not by other light sources.
Default value: 5
- Iris SSS
-
Controls the subsurface scattering (SSS) amount of the iris, which blurs the shadows. Higher values blur the shading more.
Default value: 0.6
- Sclera SSS
-
Controls the subsurface scattering (SSS) amount of the eye whites, which blurs the shadows. Higher values blur the shading more.
Default value: 0.4
- Depth bias scale
-
Sets the depth bias of the overlay mesh to avoid clipping with the eyes.
This parameter requires that the Specular overlay shader generation parameter is enabled.
Default value:
- Diffuse occlusion strength
-
Controls the strength of the occlusion effect on the eyes.
This parameter requires that the Ambient occlusion overlay shader generation parameter is enabled.
Default value: 1
- Specular occlusion strength
-
Controls the strength of the occlusion effect on the eyes' specular highlights.
This parameter requires that the Ambient occlusion overlay shader generation parameter is enabled.
Default value: 1
Shader Generation Parameters
- Environment map
-
Enables environment map as a separate texture.
If the blending cube map feature isn’t used, Environment map must be enabled and nearest_cubemap must be assigned for the texture's environment.
- Ambient occlusion overlay
-
Enables ambient occlusion overlay rendering.
Must be enabled to use the occlusion mesh that overlays the eye. This mesh gives the eyes a more natural shadowing and integrates them with the head.
- Specular overlay
-
Enables the eye water mesh.