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Thunderstorm

Animate storm detail and add bursts of lightning emission to the planet surface.

Shader menu · FORGE3D/Planets HD/Thunderstorm

Thunderstorm planet with the preset pale cyan high tint

Before · Tint High RGB (0.596, 0.900, 1.000), rounded. This pair compares the surface palette.

Paths are relative to Assets/FORGE3D/Planets HDRP.

The body of Prefabs/Planet_Thunderstorm_01.prefab uses Thunderstorm/Materials/Planet_Thunderstorm_01.mat.

GroupInspector setting and property IDWhat it changes
ColorTint High _TintHigh, Tint Low _TintLow, Detail Pow _DetailPow, Detail Boost _DetailBoostColor the bright and dark storm detail and tune its contrast.
EmissionLightning Color _LightningColor, Lightning Boost _LightningBoostColor the flash and control its strength during an active phase.
EmissionLighting Mask Map _LightingMaskMap, Lighting Map _LightingMapSupply the flash masks and patterns. Keep both maps for the preset look.
GroupInspector setting and property IDWhat it changes
AnimationLighting A Frequency _LightingAFrequency, Lighting B Frequency _LightingBFrequency, Lightning Sine Mult _LightningSineMultChange time progression and the flash envelope. Judge these controls over several seconds.
EmissionLignting Mask Pow _LigntingMaskPow, Lighting Mask A Tiling _LightingMaskATiling, Lighting Mask B Tiling _LightingMaskBTilingShape the strength and scale of the two masks.
SurfaceNormal Scale _NormalScale, Distortion Factor _DistortionFactor, Normlal Distortion Factor _NormlalDistortionFactorTune the relief and distortion of moving surface detail.

Change Tint High to purple while retaining the original dark tint. Then enter Play Mode and compare Lightning Color during active flashes. See the matched active-phase comparison.

Thunderstorm planet with purple highlights after changing Tint High

After · Tint High RGB (0.32, 0.09, 0.48) under the same lighting.

Lava and lightning · Lighting and exposure · Shader Reference