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Technical reference

All paths are relative to Assets/FORGE3D/Planets HDRP.

PathContents
Prefabs/Planet, moon and star prefabs
Atmosphere/Atmosphere materials for specific bodies and stars
Terrestrial/Materials/, Gas/Materials/, Lava/Materials/ and other family foldersBody and related effect presets
Shaders/Planet, atmosphere, ring and Sun shaders
Skybox/skybox_stars mesh prefab, Stars.mat, BSkybox.shader and PlanetsSkybox.cubemap
VolumeProfiles/PlanetsVolumeProfile_01 through PlanetsVolumeProfile_03
PlanetsDemoscene_01.unity through PlanetsDemoscene_03.unityThree supplied scenes with cameras, lights and Volume setup

Use the supplied map as the import template. Preserve its normal-map settings, sRGB setting, wrap mode and channels when preparing a replacement.

Material and inputChannels used
Terrestrial Land MaskR for land selection and G for the shore blend
Terrestrial City Light Map, CityLight UV Map, CityLight Mask MapR for city detail, RG for the UV remap and R for the placement mask
Terrestrial, Oceanic and Sand Clouds Top / Clouds MiddleR for the cloud masks
Oceanic Height MapR and B combine to shape the deep-to-shallow water blend
Ring Transparent Detail MapRGB for band color and R for opacity
Ring Shadow Detail MapA for the alpha clipping mask
Sun Ring Detail MapR for the radial color blend
Sun Surfrace MapR and G for surface and flake detail
Sun Corona Corona MapR and G for the corona and storm patterns

The Mesh Filter supplies the geometry. The Mesh Renderer assigns materials by slot. Camera and HDRP camera settings govern framing, clipping, exposure participation and visibility. Lights illuminate Lit materials, and Volume Profiles set camera effects and sky. Edit them in the Inspector, or use standard Unity material APIs in your own scripts.

Use the Shader Reference for precise Inspector labels and scripting IDs.