Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Documentation~/eye-material-inspector-reference.md
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# 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 eyes 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 eyes 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:<br/>![](Images/eye-shader-pupil-debug-mode.png) |
| **Pupil Aperture** | Sets the state of the pupils 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)]