I wanted to show of some of the details of the eye Materials in my thesis project. I wanted to go with a fully procedural approach, not just because of the unlimited texture resolution, but especially because it makes it much easier to configure everything right inside the final rendering environment, instead of constantly having to reimport textures from external software.
A big inspiration for my approach was the talk "From mobile to high-end PC: Achieving high quality anime style rendering on Unity" by Jack He from miHoYo at Unity Korea. I also consulted "Next-Generation
Character Rendering" by Jorge Jimenez and Javier von der Pahlen as well as the Unreal Documentation for some of the details on the implemantion of refraction and other effects.