Firstborn/Library/PackageCache/com.unity.shadergraph@12.1.11/Documentation~/Sclera-Iris-Blend-Node.md
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

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# 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. |