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Ice

Build a frozen world by coloring layered ice detail with a three-color ramp.

Ice material on supplied planet geometry

Shader menu: FORGE3D/Planets HD/Ice. Start with Assets/FORGE3D/Planets/Ice/Planet_Ice_01.prefab.

Material: Assets/FORGE3D/Planets/Ice/Materials/Planet_Ice_01.mat. Select the relevant Mesh Renderer > Materials slot, duplicate that material into your own folder, and assign the copy before editing. See material ownership.

Ice Factor A/B, Ice Detail and Ice Factor C work together to distribute the color ramp. Keep Ice Factor C nonzero and avoid a zero remap span: (Ice Detail + Ice Factor B) - (Ice Factor A - Ice Detail) must not be zero. Start from a supplied material rather than setting every factor to zero.

Inspector settingProperty IDUse and visual effect
Color Boost_ColorBoostBrightness multiplier for the ice color. Increase carefully to keep the pale layers distinguishable.
Color Map_ColorMapTexture tint over the ice color ramp. Change it when the ice needs a different spatial color pattern.
Detail Map_DetailMapFine surface pattern and masks. Its channel use depends on the shader; retain the supplied map while tuning the material.
Height Map_HeightMapTexture that distributes surface layers and detail. Its channels shape the material; it is not a terrain mesh generator.
Color Tiling_ColorTilingTexture repetition for color. Increase for finer repeated detail; tune its paired motion control separately.
Detail Tiling_DetailTilingTexture repetition for detail. Increase for finer repeated detail; tune its paired motion control separately.
Height Tiling_HeightTilingTexture repetition for height. Increase for finer repeated detail; tune its paired motion control separately.
Inspector settingProperty IDUse and visual effect
Frensel Mult_FrenselMultStrength of the rim contribution. At zero, changing its color or power can have no visible effect.
Fresnel Power_FresnelPowerConcentrates the view-dependent rim. Increase to narrow its response toward grazing views; compare with Frensel Mult enabled.
Fresnel Color_FresnelColorColor of the view-dependent rim contribution. Its strength also depends on Frensel Mult and Fresnel Power.
Specular_SpecularStrength of the surface highlight, shaped by the shader’s texture masks. Adjust under the intended scene light.
Smoothness_SmoothnessSurface highlight smoothness. Higher values generally concentrate reflections; texture and cloud masks can reduce the effect.
Inspector settingProperty IDUse and visual effect
Normal Map_NormalMapSmall surface relief through lighting. Keep a compatible normal texture and tune Normal Scale before replacing the map.
Normal Tiling_NormalTilingTexture repetition for normal. Increase for finer repeated detail; tune its paired motion control separately.
Normal Scale_NormalScaleStrength of normal-map relief. Increase for stronger small shadows and highlights; it does not raise terrain geometry.
Triplanar Falloff_TriplanarFalloffSharpness of the blend between projected texture directions. Use a positive value and inspect transitions around the globe.
Inspector settingProperty IDUse and visual effect
Ice Factor A_IceFactorALower boundary of the ice depth remap, combined with Ice Detail. Change gradually to redistribute the ramp colors.
Ice Factor B_IceFactorBUpper boundary contribution to the ice depth remap. Keep a nonzero span relative to Ice Factor A and Ice Detail.
Ice Factor C_IceFactorCScales the remapped depth before color-ramp selection. Keep nonzero; tune after Ice Factor A/B.
Ice Detail_IceDetailFine-detail contribution to the ice depth remap. It also changes the remap boundaries, so revisit A/B after larger changes.
RampHigh_RampHighColor at the high end of the ice ramp. Use with the low and middle colors to keep readable ice layering.
RampMid_RampMidMiddle color of the ice ramp. Change it to separate the depth bands without changing their mask.
RampLow_RampLowColor at the low end of the ice ramp. Color Map and Color Boost also tint the result.

Tune Ice Factor A/B and Ice Detail as a set before adjusting Ice Factor C. The depth remap also influences highlights and smoothness, so a palette redistribution can change the apparent surface response. Keep the original preset nearby when changing this group. For mapping and rendering details, see Technical reference.

Duplicate Planet_Ice_01.mat. Compare Color Boost = 2 and 4. Choose RampLow, RampMid and RampHigh for the new ice palette, then revisit brightness so the three layers remain distinct.

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: 2; After: 4

Look at the brighter ice palette and the separation of pale surface details.

Before — Color Boost = 2

Before: Ice, Color Boost = 2

After — Color Boost = 4

After: Ice, Color Boost = 4

Shader guide · Materials and customization · Lighting and effects · Practical workflows · Troubleshooting