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Ring Shadow

Use a radial texture’s alpha as a mask for a separate ring shadow caster.

Shader menu · FORGE3D/Planets HD/Ring Shadow

Grayscale alpha-clipped preview of ring bands on the original Gas 01 ring mesh

Assembled mask preview on the supplied Gas 01 ring mesh and texture. Before · Clip 1.

Paths are relative to Assets/FORGE3D/Planets HDRP.

The shader is in Shaders/Planet_Ring_Shadow.shader. Create a material for a second ring renderer and use the original Planet_Ring_01 mesh and the Detail Map from Gas/Materials/Planet_Ring_Gas_01.mat.

GroupInspector setting and property IDWhat it changes
TransparencyDetail Map _DetailMap, Clip _ClipUse the map’s alpha as the band mask. Clip scales the mask before the cutoff.
TransparencyAlpha Clipping, ThresholdEnable clipping and set the threshold that separates bands from gaps.
GroupInspector setting and property IDWhat it changes
SurfaceRing Size _RingSize, Ring Offset _RingOffsetMatch the radial mapping to the visible ring so the two band layouts align.
LightingCast Shadows, Max DistanceSet the auxiliary Mesh Renderer to Shadows Only, and include the receiver in the distance set by the Volume’s Shadows override.

Preview the mask on the ring mesh with Alpha Clipping enabled. Compare Clip 1 and 0.25 at the same cutoff, then restore Clip 1 and follow the shadow-only setup.

Gas 01 with most ring bands clipped away at Clip 0.25

After · Clip 0.25 with the same texture and cutoff. Most bands fall below the cutoff.

Ring Transparent · Gas planets and rings · Shader Reference