Textures
There are six textures utilized by the Digital_Human Eye shader and they are
the Iris Normal, Sclera, Sclera Normal, Inner Iris Mask, Iris Displacement and Base Color Blend Map.
- Iris Normal: This texture enhance the light and shadow effect especially for the iris. This helps to create the refraction effect caused by the aqueous humor (the liquid between cornea and the lens).
Eyeball without Iris Normal
Eyeball with Iris Normal
- Sclera: This texture is used to define the eye white and the blood vessels passing through the sclera. You can customize the sclera texture with an image editor.
- Sclera Normal: You can use this texture to define the bumpiness on the sclera.
- Inner Iris Mask: This
texture is used to overlap one more color onto the iris, by default,
a radiating shape. However, you are free to change the shape of it to create
a stylized iris pattern. You can also adjust the color and size of it in the Iris sub-section.
Default Inner Iris Mask
Custom Inner Iris Mask
- Iris Displacement: This texture is used to define the area of the cornea. Adjusting the brightness and contrast of the texture can simulate the depth of the aqueous humor.
- Base Color Blend Map: This texture can be used to overlap another image onto the base color texture. Currently, it is used to simulate the shadow of the eyelids.
Eye with Base Color Blend Map (default)
Eye without Base Color Blend Map