<aside> <img src="/icons/forward_gray.svg" alt="/icons/forward_gray.svg" width="40px" /> This guide aims at understanding the 7.0+ updated Eyes shader which replaces the old Iris shader, for complete eyes retexturing in FFXIV. (diffuse/albedo map, normal map, mask map + model color attributes)

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If you need to see the pictures better, you can hover the image and click on “Full screen”.

Understanding the Eyes shader (iris.shpk)

7.0+ Eyes shader data

Textures data

dllhost_Bf9qfg0kty.png

firefox_q0KDyGSz9C.png

firefox_Hc2THkCfEU.png

Model data

RED: Left eye

GREEN: Right eye

Source: https://docs.google.com/spreadsheets/d/1kIKvVsW3fOnVeTi9iZlBDqJo6GWVn6K6BCUIRldEjhw/edit?gid=1406279597#gid=1406279597

7.0+ Textures basics

<aside> <img src="/icons/forward_gray.svg" alt="/icons/forward_gray.svg" width="40px" /> If you read about this in the Face shader guide or elsewhere, you can skip this part

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Red, Green, Blue and Alpha lines are referring to colour channels. Depending on your colour profile, all digital images include different colour channels within their information, the most used profile (and the one we are using) is RGB, also called RGBa. You can visualize those colour channels in editing programs such as GIMP and Photoshop.

Normal map, Mask, Vertex Color/Alpha and UV2 columns are the textures / 3D you can edit for your model:

You can edit those 2 textures with editing programs such as GIMP or Photoshop.