I experimented with this shader today and managed to get it into MH without too much effort.
Behold:

- Iris shader at work in MH
I extracted some of the color values that you proposed to be editable and made them uniforms so they can be configured.
As you can see on the screenshot the material editor (Utilities > Material Editor tab) allows you to tweak the values and preview them in MH.

- Eye shader closeup -- without texture backdrop
I also added the option of using a texture for the white area of the eye, activated by clicking the Diffuse checkbox (which enables diffuse in the shadingConfig, and defines the DIFFUSE preprocessor directive in the shader code).

- Eye shader closeup -- with texture backdrop added (check the Diffuse shader config checkbox)
I am just using the default 'brown' eye texture for it, with the iris shader simply replacing the pupil.
You can get the material package here to try it out yourself:
mh_iris_shader.zip
- MakeHuman material package for the iris shader. Place this eye material in data/eyes and select it using the material chooser (with eyes seleted).
- (4.07 KiB) Downloaded 496 times
You can install it by unpacking the zip file in the
makehuman/data/eyes folder in your My Documents or home folder.
Note that this is for the
A8 version of makehuman! Get the latest version
from svn to try it out.
Dark Poulpo, maybe you're interested in experimenting some more with this?
I have some remarks on improvements. First of all, the number of color parameters is a little much and it's unclear what each does. Maybe you could reduce the number of variables to 1, 2 or 3 at max. I had some succes experimenting with having only one color value. It would be nice if we can change the eye color into green or brown by just setting one or two color values.
Also, there is a visible discontinuity at the center of the eye, where you can clearly see a circle. It's visible when the pupil is not at its largest value. Can you get rid of that? I realize that it is because you want to have a different pattern around the pupil, but maybe it can be blended more gradually with the other pattern.
The pupil itself should probably not be controlled by a time value (MH does not support the concept of time so it is just set to a static value that you can change), but just have a pupilDilation uniform variable that you can set (for example a float between 0 and 1).
It might need a brightness/contrast control. The eye looks a bit bright with the default settings.