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Simple-Stochastic-Planet-Shader [Free on GitHub]

Discussion in 'Assets and Asset Store' started by MichaelEGA, Mar 16, 2023.

  1. MichaelEGA


    Oct 11, 2019
    Simple Stochastic Planet Shader

    A simple procedural planet shader with stochastic texturing

    Get it here:

    Tested In: Unity URP 2022.2.9f1

    Version History
    17/03/2023 - Initial commit

    Planet Shader Features
    • Generates texture from heightmap (great if your procedurally generate heightmaps with say Libnoise)
    • Looks good from far away to midrange
    • Eight different terrain colours
    • Three different detail textures: ground, water, and lights
    • Control scale of detail textures
    • Control metalic and smoothness of textures
    • Triplanar texturing (so that textures look right regardless of angle)
    • Stochastic texturing (avoids texture repition)
    • Shadow attenuation (so the dark side of the planet is black)
    • Control whether lights appear on the dayside or just on the darkside of the planet
    • Control spread of lights
    • Animate and control speed of water texture
    • Control strength of heightmap and normals
    • Nine example planets to fiddle around and have a look at
    Cloud Shader Features
    • Input detail cloud texture for detail
    • Control scale of cloud detail texture
    • Control alpha threshold of cloud detail texture
    • Stochastic texturing (avoids tiling of cloud detail texture)
    • Shadow attenuation (so that clouds on the dark side of the planet are black)
    • Triplanar texturing (so that textures look right regardless of angle)
    • Animate and control speed of clouds so they move across the planet, unform and reform
    • Control metalic and smoothness of clouds

    How To Use
    • Drag the planet sphere into the scene
    • Drag in your selected heightmap (the higher the resolution the better it looks)
    • Fiddle around with the heightmap strength until it looks right
    • Add in your ground and water and light textures (or just use the samples provided)
    • If your making a desert planet or similar use the ground texture in the water slot and make sure that the water speed is set to 0 so that the ground doesn't appear to move
    • Set the colours for the different heights of the heightmap
    • Set what height you'd like lights to appear from... something above 0.55 is good if you dont want them to appear in the water
    • 'Lights Visibility' controls the degree to which lights appear on the dayside of the planet
    All content is licensed under Apache 2.0 unless otherwise stated
    Last edited: Mar 16, 2023
    Thygrrr likes this.