Looks great! You can already use the _DetailMaskMap "Detail Mask (RGBA)" with the different R/G/B/A detail textyres to apply things in different areas. It's not possible to use the terrain's Areas system with this because there can be unlimited areas, and there's no way to set unlimited detail textures and a way to define them in the shader (at least not with the way the shader works currently). The floating origin system should already work with Rigidbodies. The "Planet Surfing" demo scene for example uses both, and it seems to work just fine? Yes, but you would have to write your own code to generate this procedural texture, and generate atmosphere values like color. The SGT/Planet shader has the _MainTex property, which can be set with your custom texture. The SgtAtmosphereDepthTex component has properties like HorizonColor/OuterColor/etc that can be set from another component.