# Eye Material Inspector reference You can modify the properties of an Eye material in the Eye Material Inspector. Refer to [Eyes](eyes.md) for more information. ## Properties [!include[](snippets/shader-properties/surface-options/lit-surface-options.md)] ### Exposed Properties #### Sclera | **Property** | **Description** | | ---------------------------- | ------------------------------------------------------------ | | **Sclera Texture** | Assign a Texture that controls color of the Sclera. | | **Sclera Smoothness** | Sets the smoothness of the Sclera. | | **Sclera Normal** | Assign a Texture that defines the normal map for the Sclera. | | **Sclera Normal Strength** | Modulates the Sclera normal intensity between 0 and 8. | | **Sclera Diffusion Profile** | Sets a Diffusion Profile, controlling the Subsurface Scattering properties of the Sclera. | #### Iris | **Property** | **Description** | | ---------------------------- | ------------------------------------------------------------ | | **Iris Texture** | Assign a Texture that controls color of the eye’s Iris. | | **Iris Clamp Color** | Sets the color that will be used if the refraction ray reached the inside of the Cornea | | **Iris Offset** | Sets the offset of the Iris placement, useful since real world eyes are never symmetrical and centered. | | **Iris Normal** | Assign a Texture that defines the normal map for the eye’s Iris. | | **Iris Normal Strength** | Modulates the Iris’ normal intensity between 0 and 8. | | **Iris Diffusion Profile** | Sets a Diffusion Profile, controlling the Subsurface Scattering properties of the Iris. | #### Pupil | **Property** | **Description** | | ---------------------------- | ------------------------------------------------------------ | | **Pupil Radius** | Sets the radius of the Pupil in the Iris Map as a percentage. | | **Pupil Debug Mode** | When enabled, displays a debug mode that allows you to calibrate the desired **Pupil Radius** for your Iris Map. For proper calibration, ensure that the **Iris Offset** is **0**, the **Pupil Aperture** is **0.5** (the neutral position) and then the white circle must be inside the iris pattern. See the following screenshot for an example:
![](Images/eye-shader-pupil-debug-mode.png) | | **Pupil Aperture** | Sets the state of the pupil’s aperture, 0 being the smallest aperture (**Min Pupil Aperture**) and 1 the widest aperture (**Max Pupil Aperture**). | | **Minimal Pupil Aperture** | Sets the minimum pupil aperture value. | | **Maximal Pupil Aperture** | Sets the maximum pupil aperture value. | #### Limbal Ring | **Property** | **Description** | | ---------------------------- | ------------------------------------------------------------ | | **Limbal Ring Size Iris** | Sets the relative size of the Limbal Ring in the Iris. | | **Limbal Ring Size Sclera** | Sets the relative size of the Limbal Ring in the Sclera. | | **Limbal Ring Fade** | Sets the fade out strength of the Limbal Ring. | | **Limbal Ring Intensity** | Sets the darkness of the Limbal Ring. | #### Cornea | **Property** | **Description** | | ---------------------------- | ------------------------------------------------------------ | | **Cornea Smoothness** | Sets the smoothness of the Cornea. | #### Geometry | **Property** | **Description** | | ---------------------------- | ------------------------------------------------------------ | | **Mesh Scale** | The Eye Shader expects a Mesh of size 1 in Object space. If needed, set this parameter to compensate the mesh size. This is independant of the scale on the Transform component. | [!include[](snippets/shader-properties/advanced-options/lit-advanced-options.md)]