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Atmosphere

Add a colored atmospheric arc and glow around a planet using a separate shell.

Atmosphere material on supplied planet geometry

Shader menu: FORGE3D/Planets/Atmosphere. Start with Assets/FORGE3D/Planets/Terrestrial/Planet_Terrestrial_01.prefab.

Material: Assets/FORGE3D/Planets/Terrestrial/Materials/Terrestrial_Atmopshere_01_A.mat. Select the relevant Mesh Renderer > Materials slot, duplicate that material into your own folder, and assign the copy before editing. See material ownership.

Select a shell renderer, not the surface. Multiple shell materials can contribute to the final glow. This shader adds color over the scene; color alpha is not a conventional shell-opacity control. Main-light direction and camera angle affect its arc. Begin with the terrestrial atmosphere for clear glow adjustments; some Moon presets suppress that glow branch.

Inspector settingProperty IDUse and visual effect
Atmosphere Sample_AtmosphereSampleRamp texture for the atmosphere’s scattering color. Keep the supplied ramp while changing the glow palette.
Scattering Offset_ScatteringOffsetMoves the scattering limb boundary. Adjust in small steps while viewing the planet edge.
Scattering Color_ScatteringColorTint of atmospheric scattering. Intensity, ramp and main light also determine the visible arc.
Scattering Intensity_ScatteringIntensityMultiplier for atmospheric scattering. Increase for a stronger arc while retaining a readable surface.
Scattering Factor_ScatteringFactorExponent shaping the scattering toward the limb. Tune to change the arc’s concentration.
Inspector settingProperty IDUse and visual effect
Glow Offset_GlowOffsetMoves the glow limb boundary. Tune separately from Scattering Offset to position the outer glow.
Glow Color_GlowColorTint of the glow contribution. Use with Glow Intensity and Glow Factor; some presets suppress this branch.
Glow Intensity_GlowIntensityStrength of the glow contribution. Start from a terrestrial atmosphere when learning this control.
Glow Factor_GlowFactorExponent shaping the glow near the limb. Changes its concentration, with Glow Offset defining the boundary.
Inspector settingProperty IDUse and visual effect
Light Exp_LightExpExponent shaping the atmosphere’s light/view angular response. Changes the extent of the illuminated atmospheric arc.
Light Multiply_LightMultiplyStrength of the main-light gate on the atmosphere. Tune after choosing the light direction.
Vertex Offset_VertexOffsetOffsets the atmosphere shell vertices. Change carefully to adjust shell fit; preserve the prefab’s relative shell sizes.
UV Offset_UVOffsetMoves the sampling position along the atmosphere ramp. Use to shift the visible ramp colors.

Atmosphere Sample is a color ramp, and UV Offset moves its sampling position. The limb offsets can reach a saturated boundary where further changes are subtle. Adjust them gradually with an active scattering/glow recipe, then use Vertex Offset only if shell fit needs changing. For mapping and rendering details, see Technical reference.

Duplicate the atmosphere material assigned to Planet_Terrestrial_01. Compare Scattering Intensity = 13.27 and 26.54 for a stronger arc. Reset it, then compare Glow Intensity = 0.12 and 0.24. Finish by matching Scattering Color and Glow Color to the surface palette.

These examples keep the camera, light and other material settings fixed within each pair. Before appears first and After second. Values describe these examples, rather than a required range.

Before: 13.27; After: 26.54

Look at the strength of the illuminated atmospheric arc.

Before — Scattering Intensity = 13.27

Before: Atmosphere, Scattering Intensity = 13.27

After — Scattering Intensity = 26.54

After: Atmosphere, Scattering Intensity = 26.54

Before: 0.12; After: 0.24

Look at the glow along the limb while the surface stays in place.

Before — Glow Intensity = 0.12

Before: Atmosphere, Glow Intensity = 0.12

After — Glow Intensity = 0.24

After: Atmosphere, Glow Intensity = 0.24

Before: 4.49; After: 8.98

Look at the angular extent of the illuminated atmospheric arc.

Before — Light Exp = 4.49

Before: Atmosphere, Light Exp = 4.49

After — Light Exp = 8.98

After: Atmosphere, Light Exp = 8.98

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