Eye shader: Physically based Refraction +[Source code]

Hello :slight_smile:
I had implemented a realistic eye shader to unity, originally made by: Jorge Jimenez, it’s taken from: www.iryoku.com, and I want to share it with you guys :wink:

Screenshots:



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pointer - “The eyeball is following & looking at the cube pointer via script :smile:

In the attachment package, there’s a simple iris texture that I did using MS paint, you can replace it with your own detailed one.

for more information you can download the full presentation:
http://www.iryoku.com/downloads/Next-Generation-Character-Rendering-v6.pptx
slides: 229-231.

Special thanks to Jorge Jimenez for his help :wink:

2853073–208512–eye.unitypackage (213 KB)

2 Likes

Hi @AnmarCG ,
I was trying to get it working on another mesh, but it wasn’t looking right.
I finally noticed that the effect was changing(wrong) when the object was scaled.

Anyway thanks for this asset :slight_smile:

That looks fabulous

Thankyou for this …I am a Maya and Z Brush user …But I see the great potential with Unity as i have stayed away from it for quite a while …then I saew the “adam” demo…cheers Anwar

Thanks, this is really cool!
I was wondering what it would take to add spec, or possibly refl to this shader? Ive had a go but run into incompatibilities… and I dont really know what Im doing as Ive never written shaders before :confused:
Thanks again.