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Terrestrial

Create Earth-like worlds with distinct continents, water, clouds and night-side cities.

Shader menu · FORGE3D/Planets HD/Terrestrial

Terrestrial 01 with clouds over blue water and continents

Before · Clouds Output 1 on the Terrestrial 01 body.

Paths are relative to Assets/FORGE3D/Planets HDRP.

Select the root Mesh Renderer on Prefabs/Planet_Terrestrial_01.prefab. It uses Terrestrial/Materials/Planet_Terrestrial_01.mat. The matching atmosphere is a separate material.

GroupInspector setting and property IDWhat it changes
SurfaceLand Mask _LandMask, WaterShore Step _WaterShoreStepSelect land from R and shape the shore blend from G. Keep the original thresholds as a baseline.
ColorVegetation Color _VegetationColor, Desert Color _DesertColor, Mountain Color _MountainColorSet the terrain palette in the corresponding masked regions.
WaterWater Deep Color _WaterDeepColor, Water Shallow Color _WaterShallowColor, Water Shore Color _WaterShoreColorSet ocean and coastal colors.
LightingLand Specular _LandSpecular, Land Smoothness _LandSmoothness, Water Specular _WaterSpecular, Water Smoothness _WaterSmoothnessAdjust the highlights on land and water separately.
CloudsClouds Top _CloudsTop, Clouds Middle _CloudsMiddle, Clouds Tint _CloudsTint, Clouds Output _CloudsOutputSupply and tint the two cloud patterns and set visible cloud contribution.
GroupInspector setting and property IDWhat it changes
CloudsCloud Shadows _CloudShadows, Cloud Occlusion _CloudOcclusion, Clouds Height _CloudsHeightAdjust ground darkening, highlight suppression and shadow offset.
AnimationClouds Top Speed _CloudsTopSpeed, Clouds Middle Speed _CloudsMiddleSpeedPan the two layers independently over time.
Emission mapsCity Light Map _CityLightMap, CityLight UV Map _CityLightUVMap, CityLight Mask Map _CityLightMaskMapSupply the city detail, UV layout and placement mask. Keep the supplied maps together when starting a variant.
EmissionCityLight Color _CityLightColor, CityLight Population _CityLightPopulationTint the night-side emission and shape the density of visible clusters. Keep Population positive and retain the city maps.
SurfaceNormal Scale _NormalScale, Normal Fresnel Scale _NormalFresnelScaleTune surface relief and the normal contribution to the grazing-angle color.

For a clearer view of the continents, set Clouds Output to 0 on a copy and compare with the original 1. Keep Cloud Shadows fixed so you can judge the cloud color alone.

Terrestrial 01 with visible cloud color removed at Clouds Output 0

After · Clouds Output 0. Ground-shadow settings are unchanged.

Planet surfaces · Clouds · City lights · Shader Reference