9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
21 lines
1.6 KiB
Markdown
21 lines
1.6 KiB
Markdown
# Circle Pupil Animation Node
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This node applies a deformation to a normalized IrisUV coordinate to simulate the opening and closure of the pupil.
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## Render pipeline compatibility
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| **Node** | **Universal Render Pipeline (URP)** | **High Definition Render Pipeline (HDRP)** |
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| ------------------------------- | ----------------------------------- | ------------------------------------------ |
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| **Circle Pupil Animation Node** | No | Yes |
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## Ports
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| name | **Direction** | type | description |
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| -------------------------- | ------------- | ------- | ------------------------------------------------------------ |
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| **IrisUV** | Input | Vector2 | Position of the fragment to shade in object space. |
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| **Pupil Radius** | Input | float | Direction of the incident ray in object space. Either from the camera in rasterization or from the previous bounce in ray tracing. |
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| **Maximal Pupil Aperture** | Input | float | The normal of the eye surface in object space. |
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| **Minimal Pupil Aperture** | Input | float | The index of refraction of the eye (**1.333** by default). |
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| **Pupil Apertur** | Input | float | Distance between the end of the cornea and the iris plane. For the default model, this value should be **0.02** |
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| **IrisUV** | Output | Vector2 | Position of the refracted point on the iris plane in object space. |
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