- The diffuse map is used as the main source of color.
- The alpha map defines the Iris and Pupil for the eye shader.
- The three normal maps give the necessary normal information for the eye.
- The first normal Normal map works as a regular one giving detail to the inner layer of the eye.
- The Cornea normal map defines the surface shape of the eye.
- The displacement map provides the information for how the iris and pupil should deform, this information is stored in the alpha of the texture (as standard for all _displ textures).
- The Iris Depth slider under Shader Params can further tweak the intensity of the displaysmentdisplacement.
- The SSS map dictates where the subsurface scattering effect should take place.
- The Iris SSS slider under Shader Params can further control the intensity.
Previous versions of the Eye shader had a dedicated "Subsurface" map but this is obsolete with the current Eye shader, as this masking information is received from the Diffuse Alpha channel and controlled with the Iris/Sclera SSS sliders.
- The specular map defines where the highlights should occur.
- Note even if it’s a specular map it hooks up to the diffuse slot of the texture maps.