mathe/Library/PackageCache/com.unity.shadergraph@14.0.8/Documentation~/Sclera-Limbal-Ring-Node.md
2024-09-20 20:30:10 +02:00

22 lines
1.7 KiB
Markdown

# Sclera Limbal Ring Node
Calculates the intensity of the Sclera ring, a darkening feature of eyes.
## Render pipeline compatibility
| **Node** | **Universal Render Pipeline (URP)** | **High Definition Render Pipeline (HDRP)** |
| --------------------------- | ----------------------------------- | ------------------------------------------ |
| **Sclera Limbal Ring Node** | No | Yes |
## Ports
| name | **Direction** | type | description |
| -------------------------- | ------------- | ------- | ------------------------------------------------------------ |
| **PositionOS** | Input | Vector3 | Position in object space of the current fragment to shade. |
| **View Direction OS** | Input | Vector3 | Direction of the incident ray in object space. Either from the camera in rasterization or from the previous bounce in ray tracing. |
| **IrisRadius** | Input | float | The radius of the Iris in the used model. For the default model, this value should be **0.225**. |
| **LimbalRingSize** | Input | float | Normalized [0, 1] value that defines the relative size of the limbal ring. |
| **LimbalRingFade** | Input | float | Normalized [0, 1] value that defines strength of the fade out of the limbal ring.** |
| **LimbalRing Intensity** | Input | float | Positive value that defines how dark the limbal ring is. |
| **Iris Limbal Ring Color** | Output | Color | Intensity of the limbal ring (blackscale). |