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.
Planet surfaces
Section titled “Planet surfaces”| Shader | Use it for |
|---|---|
| Terrestrial | Land, ocean, clouds and night-side city emission |
| Oceanic | Water detail and clouds on an ocean world |
| Moon | Rocky triplanar textures and crater shading |
| Ice | Depth-shaped ice colors and detail |
| Lava | Emissive molten terrain and distortion |
| Gas | Banded gas giants with polar detail |
| Sand | Desert layers and animated dust clouds |
| Thunderstorm | Turbulent clouds and flashing lightning |
Surrounding effects
Section titled “Surrounding effects”| Shader | Use it for |
|---|---|
| Atmosphere | Colored atmospheric arcs on separate shells |
| Ring Transparent | Translucent radial bands with a planet-shadow approximation |
| Ring Opaque | Solid radial rings in custom compositions |
| Ring Shadow | Alpha-tested rings with a visible white forward output |
| Sun | Animated stellar surface and silhouette |
| Sun Corona | Animated stellar rays and radial glow |
Read the examples
Section titled “Read the examples”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.