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Shader Reference

Choose the effect you want to change, then open its reference for exact Inspector labels, material paths and visual comparisons. A shader named Planets HD can still belong to the URP template; the menu name is not a pipeline selector.

ShaderUse it for
TerrestrialLand, ocean, clouds and night-side city emission
OceanicWater detail and clouds on an ocean world
MoonRocky triplanar textures and crater shading
IceDepth-shaped ice colors and detail
LavaEmissive molten terrain and distortion
GasBanded gas giants with polar detail
SandDesert layers and animated dust clouds
ThunderstormTurbulent clouds and flashing lightning
ShaderUse it for
AtmosphereColored atmospheric arcs on separate shells
Ring TransparentTranslucent radial bands with a planet-shadow approximation
Ring OpaqueSolid radial rings in custom compositions
Ring ShadowAlpha-tested rings with a visible white forward output
SunAnimated stellar surface and silhouette
Sun CoronaAnimated stellar rays and radial glow

Each page starts with a large visual example, then explains where to find the material and how its controls work together. Property ID is the exact name to use with Unity’s Material API; preserve spelling such as _FrenselMult.

Before/After images show one changed setting at a fixed instant with a fixed camera and light. Values are example settings, not promised safe ranges for every material. Most examples retain the full prefab, so surrounding effects can remain visible. Gas surface close-ups hide the ring; Sun and Corona examples show their combined layers. Ring Opaque and Ring Shadow examples are custom compositions, identified on their pages.

Start from a copied supplied material. Defaults on a newly created material are not the same as the finished presets. See Materials and customization before tuning masks, color alpha or texture mappings.