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. |