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!
2.9 KiB
2.9 KiB
Sclera Iris Blend Node
This node blends all the properties of the Iris and the Sclera so that they can be fed to the master node.
Render pipeline compatibility
Node | Universal Render Pipeline (URP) | High Definition Render Pipeline (HDRP) |
---|---|---|
Sclera Iris Blend Node | No | Yes |
Ports
name | Direction | type | description |
---|---|---|---|
Sclera Color | Input | Color | Color of the sclera at the target fragment. |
Sclera Normal | Input | Vector3 | Normal of the sclera at the target fragment. |
Sclera Smoothness | Input | float | Smoothness of the sclera at the target fragment. |
Iris Color | Input | Color | Color of the iris at the target fragment. |
Iris Normal | Input | Vector3 | Normal of the iris at the target fragment. |
Cornea Smoothness | Input | float | Smoothness of the cornea at the target fragment. |
IrisRadius | Input | float | The radius of the Iris in the model. For the default model, this value should be 0.225. |
PositionOS | Input | Vector3 | Position in object space of the current fragment to shade. |
Diffusion Profile Sclera | Input | Diffusion Profile | Diffusion profile used to compute the subsurface scattering of the sclera. |
Diffusion Profile Iris | Input | Diffusion Profile | Diffusion profile used to compute the subsurface scattering of the iris. |
EyeColor | Output | Color | Final Diffuse color of the Eye. |
Surface Mask | Output | float | Linear, normalized value that defines where the fragment is. On the Cornea, this is 1 and on the Sclera, this is 0. |
Diffuse Normal | Output | Vector3 | Normal of the diffuse lobes. |
Specular Normal | Output | Vector3 | Normal of the specular lobes. |
EyeSmoothness | Output | float | Final smoothness of the Eye. |
SurfaceDiffusionProfile | Output | Diffusion Profile | Diffusion profile of the target fragment. |