I wanted an eye rig that can have curved surfaces that are still in the 2D plane.
But they all pointed to texture selecting for eye closing at different levels and looking around, it made the eye look very choppy, and restricts movement to how many textures you have.
Procedural textures, you can only make simple shapes before you need to really work at it for one shape.
The one or two tutorials I followed used some UV modifier, which never fucking worked for me.
So we have an eye using an image texture, but it rotates along the corner and resizes there!!?
That's why we have the offsets!
Keep in mind that it's a little unfinished and cobbled, but I like what I have so far with this prototype.
BEHOLD

Full res here
A 2D eye rig that actually fucking works for me, and I did it all by myself with some research, and it uses textures without hacky modifiers!
Again, needs a lot of refinement, but I when playing around with one eye it seemed perfectly fine, just needs a bit of clean up and condensing.
Back to the "selector", I could have used that here for the pupils, but I don't think I'd want too as at this point I'd want it to all be node based.
EDIT: Blender seriously needs a fucking selector node, like the Selector chip in LBP, of which I also made myself recently, and will integrate it into this eye rig.

