More Realistic eyeball approach for Mobile visualization.

It is fully optimized for mobile game rendering.
The PBR lighting model was not used for.
Using the BlinnPhong Approximation based on the energy conservation formula.
Parallax mapping with directivity is used.
The artist can control the direction of the highlight regardless of the angle of the sun, and the intensity of the highlight is automatically corrected in the back light situation.


Custom color specular
Used Single Mesh only.

Categories: shader

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