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Atmosphere

Add a colored scattering glow around a world with a separate atmosphere shell.

Shader menu · Atmosphere

Blue atmosphere on the Terrestrial 01 shell at its preset density

Terrestrial 01 at density_multiplier 999. See the matched density comparison.

Paths are relative to Assets/FORGE3D/Planets HDRP.

Find the materials under Atmosphere/. On Prefabs/Planet_Terrestrial_01.prefab, select the Atmosphere_Terrestrial_01 child and its Atmosphere/Atmosphere_Terrestrial_01.mat material.

GroupInspector setting and property IDWhat it changes
AtmosphereRay _Ray, Mie _Mie, Ambient _AmbientColor the broad limb, the glow toward the light and the material’s ambient contribution.
Emissionlight_intensity _light_intensity, density_multiplier _density_multiplierSet overall glow gain and the density that shapes scattering and attenuation.
AtmospherePlanet Radius _PlanetRadius, Atmosphere Radius _AtmosphereRadius, Global Scale _GlobalScaleKeep these values matched to the authored body and shell.
GroupInspector setting and property IDWhat it changes
Atmosphereg _g, mie_height_scale _mie_height_scaleShape how concentrated the glow is toward the light and how high that part of the glow extends. Start with the preset.
QualitySteps I _StepsI, Steps L _StepsLSet the sample counts along the viewing path and toward the light. Compare limb quality and frame cost before raising them.
LightingUse Point Light _UsePointLightLeave off for a Directional Light. See the single-point shot for a positional setup.

Keep the stock radii and opaque body. Set a fixed Exposure, then change Ray for the broad rim and light_intensity for brightness. Rotate the Directional Light to move the glow around the limb.

Atmosphere workflow · Lighting and exposure · Shader Reference