Technical reference
Project locations
Section titled “Project locations”All paths are relative to Assets/FORGE3D/Planets HDRP.
| Path | Contents |
|---|---|
Prefabs/ | Planet, moon and star prefabs |
Atmosphere/ | Atmosphere materials for specific bodies and stars |
Terrestrial/Materials/, Gas/Materials/, Lava/Materials/ and other family folders | Body 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.unity | Three supplied scenes with cameras, lights and Volume setup |
Texture channels
Section titled “Texture channels”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 input | Channels used |
|---|---|
| Terrestrial Land Mask | R for land selection and G for the shore blend |
| Terrestrial City Light Map, CityLight UV Map, CityLight Mask Map | R for city detail, RG for the UV remap and R for the placement mask |
| Terrestrial, Oceanic and Sand Clouds Top / Clouds Middle | R for the cloud masks |
| Oceanic Height Map | R and B combine to shape the deep-to-shallow water blend |
| Ring Transparent Detail Map | RGB for band color and R for opacity |
| Ring Shadow Detail Map | A for the alpha clipping mask |
| Sun Ring Detail Map | R for the radial color blend |
| Sun Surfrace Map | R and G for surface and flake detail |
| Sun Corona Corona Map | R and G for the corona and storm patterns |
Unity components
Section titled “Unity components”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.