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Eye material type #7247
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I am currently working on this feature (in this branch). |
Demo showing the progress on this work: EyeDemoWeb.mp4The main reference is the Next Generation Character Rendering presentation by Jorge Jimenez. Also, the eye shaders of other popular engines have been explored to check the parameters being used. |
Assigning to you, @santipaprika, as per @thefranke's message. Thanks! |
Closing this as the PR associated to it just got merged. |
Is your feature request related to a problem? Please describe.
Rendering eyes realistically is hard to achieve with the current material types available in O3DE, because there are many visual features that are specific to the nature of eyes, like the cornea refraction, wetness, pupil aperture, etc.
Describe the solution you'd like
Add a new Eye material type supporting the features mentioned above (among others) and exposing artist-friendly parameters in the material inspector.
Most engines have a specific shader for eyes (Unity, UE, Cryengine).
There are many ways to gather the information necessary to render the eyes properly. I propose the following approach:
Simpler parameters to expose:
Describe alternatives you've considered
A workaround to render realistic eyes with the EnhancedPBR material could be to use two separate meshes, one for the cornea (with the bulb) and one for the sclera/iris. An additional pass might be required to apply the corresponding refraction/lighting to the iris region depending on the cornea normal at that point, making the process a bit cumbersome. Furthermore, other features like the pupil aperture would need even more complex operations to be achieved.
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