Realistic eyeball with 2 painted texture sets and normal-based fake caustics shader. The shader very roughly simulates the effect of refracted light hitting the iris/sclera. It is more accurate than the old school "cone" mesh or normal map method but less accurate than real caustics.
Maps: 2 Diffuse 1024^2 2 Displacement 2048^2 (16-bit) 1 Cornea Displacement 1024^2 SSS Radius 64^2
Includes shape keys to control the shape and a basic model of eyelids for demo purposes.