An all in one shader for eyes

Color the Iris, set its size, squeeze it if it's a dragoneye, set depth for a fake refractive effect and amplify the translucency of the iris.
This shader is meant to fake the complex geometry of an eyeball.


No Textures needed!
No UV-Maps needed!



eyeball/iris1/iris2 : coloring the eye.
distort : how much does noise mix the colors.
scale : the scale of the noise.
homogenious : relaxing/stretching the noisepattern in radial direction.
iris%/pupil% : the radius relative to the eyeball surface in percent.
stretch : squeeze the pupil to a slit to simulate a cats eye.
depth : refractive fake effect to simulate depth of the pupil (works best if stretch is 0).
caustic : intensity of the translucent effect.
bump : bumpintensity of the iris-noisepattern.
vector : the space of the mapping. Input>TextureCoordinate>Object will direct the iris in z-direction of the object coordinates.

As the stretchvalue squeezes the eye, you can animate it to transform the pupil from round to slit, like a human transforming into a dragon.

The pupil is oriented into the -z Axis of objectspace. so eyes will look "down" initially.

if you like this, have a look at my other items including:




About the Creator: 

I am 3D artist in the advertising & television industry for 25 years.
While working on projects and teaching animation at design college since 1998, i studied physics at the university of vienna.
That equipped me with a solid toolset of math to use in 3D workflows.

I started programming Blender addons and noding vector operations into shaders around 2012.
I love how Blender and Cycles offer a lot of opportunities to speed up rendering and fake depth into surfaces in many ways.

Sales 100+
Customer Ratings 3
Average Rating
Dev Fund Contributor
Published almost 6 years ago
Software Version 2.7x, 2.77, 2.78, 2.79, 2.8, 2.81, 2.82, 2.83, 2.9
License Creative Commons
Have questions before purchasing?

Contact the Creator with your questions right now.

Login to Message