Skip to content

Lava

Create a molten world with glowing magma, dark terrain and animated distortion.

Lava material on supplied planet geometry

Shader menu: FORGE3D/Planets HD/Lava. Start with Assets/FORGE3D/Planets/Lava/Planet_Lava_01.prefab.

Material: Assets/FORGE3D/Planets/Lava/Materials/Planet_Lava_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.

Shininess is active when its highlight contribution is enabled. The supplied comparison material uses Specular Color alpha = 0, which hides that response. Set alpha to 1 before comparing Shininess = 0.01 and 1. Keep RGB and the light fixed. Lava carries most of its visible surface color through emission, but its custom shading still depends on the main light. Tune the molten mask before raising Magma Glow.

Inspector settingProperty IDUse and visual effect
Specular Color_SpecularColorTint of the highlight contribution. Check alpha as well as RGB when a highlight adjustment appears ineffective.
Shininess_ShininessSharpness of Lava’s custom specular response. Specular Color alpha must be nonzero to expose this contribution.
Scatter Map_ScatterMapColor lookup for the view/light-dependent surface shading. Retain the supplied lookup when first changing the palette.
Scatter Color_ScatterColorTints the surface scatter contribution. A dark color can strongly reduce the visible surface.
Scatter Boost_ScatterBoostStrength of the scatter contribution. Tune with Scatter Color rather than compensating only with light intensity.
Scatter Indirect_ScatterIndirectAdds a floor to the scatter modulation. Raise it cautiously if the surface becomes too dark outside the bright region.
Scatter Stretch_ScatterStretchScales the lookup coordinates, changing the spread of the shading transition. Tune with Scatter Center Shift.
Scatter Center Shift_ScatterCenterShiftMoves the lookup transition. Adjust to reposition the scatter band without changing the planet Transform.
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.
Specular Boost_SpecularBoostExtra multiplier for Lava’s custom highlight. Tune with Specular Color, its alpha, and Shininess.
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.
Inspector settingProperty IDUse and visual effect
Height Map_HeightMapTexture that distributes surface layers and detail. Its channels shape the material; it is not a terrain mesh generator.
Detail Map_DetailMapFine surface pattern and masks. Its channel use depends on the shader; retain the supplied map while tuning the material.
Height Tiling_HeightTilingTexture repetition for height. 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.
Lava Low_LavaLowLow-end terrain ramp color beneath the molten effect. Height and detail controls decide where it appears.
Lava Mid_LavaMidMiddle terrain ramp color. Tune with Lava Low/High before increasing emission.
Lava High_LavaHighHigh-end terrain ramp color. Keep it distinguishable from the molten highlight colors.
Lava Factors X_LavaFactorsXFirst terrain ramp shaping factor. Adjust one factor at a time while retaining the supplied height/detail maps.
Lava Factors Y_LavaFactorsYSecond terrain ramp shaping factor. Tune with Lava Factors X/Z to redistribute the underlying surface colors.
Lava Factors Z_LavaFactorsZThird terrain ramp shaping factor. Compare the terrain palette before tuning magma glow.
Lava Detail_LavaDetailStrength of fine detail in the terrain ramp. Tune with Detail Map and the Lava Factors controls.
Inspector settingProperty IDUse and visual effect
Magma Map_MagmaMapTexture defining molten detail inside the lava mask. Magma Power and Magma Boost reshape its pattern.
Magma Tiling_MagmaTilingTexture repetition for magma. Increase for finer repeated detail; tune its paired motion control separately.
Magma Color Min_MagmaColorMinColor at the low end of the molten blend. Works with Magma Color Max and the lava mask.
Magma Color Max_MagmaColorMaxColor at the high end of the molten blend. Use a brighter hue for the hottest-looking regions.
Magma Power_MagmaPowerExponent shaping magma detail. Changes its concentration and contrast rather than simply doubling brightness.
Magma Boost_MagmaBoostMultiplier for magma detail before it combines with the lava mask. Tune before final glow.
Magma Glow_MagmaGlowEmission multiplier for molten regions. Increase for stronger glow while checking that hot detail remains visible.
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 Scale_NormalScaleStrength of normal-map relief. Increase for stronger small shadows and highlights; it does not raise terrain geometry.
Normal Tiling_NormalTilingTexture repetition for normal. Increase for finer repeated detail; tune its paired motion control separately.
Distortion Map_DistortionMapPattern used for animated surface distortion. Retain the supplied map while adjusting motion and strength.
Distortion UV Tiling_DistortionUVTilingTexture repetition for distortion uv. Increase for finer repeated detail; tune its paired motion control separately.
Distortion UV Speed_DistortionUVSpeedAnimation rate for distortion uv. Zero stops that layer’s motion; compare over time in Play Mode.
Distortion Tiling_DistortionTilingTexture repetition for distortion. Increase for finer repeated detail; tune its paired motion control separately.
Distortion Speed_DistortionSpeedAnimation rate for distortion. Zero stops that layer’s motion; compare over time in Play Mode.
Distortion Factor_DistortionFactorSigned distortion strength. Larger magnitude bends the surface pattern more strongly.
Inspector settingProperty IDUse and visual effect
Lava Mask Tiling_LavaMaskTilingTexture repetition for lava mask. Increase for finer repeated detail; tune its paired motion control separately.
Detail Exp_DetailExpSharpens and scales the lava detail mask. Small changes can be strong; tune before raising Magma Glow.
Height Detail_HeightDetailWeight of height-driven detail in the lava appearance. Tune with Height Map and Detail Exp.
Lava Mask Factors X_LavaMaskFactorsXFirst shaping factor for the molten-region mask. Change gradually and compare the distribution of glowing areas.
Lava Mask Factors Y_LavaMaskFactorsYSecond shaping factor for the molten-region mask. Tune with Lava Mask Factors X and the height detail.
Lava Mask Power_LavaMaskPowerExponent shaping the molten-region mask. Use to change its contrast before increasing the mask boost.
Lava Mask Boost_LavaMaskBoostMultiplier for the molten-region mask. Saturated regions can hide further increases.
Lava Passtrough_LavaPasstroughAllows a small lava contribution through the custom light shaping. Increase cautiously when the dark-side lava is too subdued.

The terrain ramp, molten distribution and animated distortion are separate tuning stages. First make the molten pattern readable with moderate glow, then tune Magma Color Min/Max and emission. Change Distortion UV Speed separately from Distortion Speed to distinguish coordinate motion from pattern motion. For mapping and rendering details, see Technical reference.

Duplicate Planet_Lava_01.mat. Compare Magma Power = 2.02 and 4.04 to reshape the molten pattern. Separately compare Magma Glow = 1111 and 2222 for stronger emission. Reset between comparisons so you can see which change produced the result.

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: 2.02; After: 4.04

Look at the concentration and contrast of the molten pattern.

Before — Magma Power = 2.02

Before: Lava, Magma Power = 2.02

After — Magma Power = 4.04

After: Lava, Magma Power = 4.04

Before: 1111; After: 2222

Look at the brightness of molten regions, especially where fine highlights approach white.

Before — Magma Glow = 1111

Before: Lava, Magma Glow = 1111

After — Magma Glow = 2222

After: Lava, Magma Glow = 2222

Shininess: 0.01 → 1; Specular Color alpha = 1 in both images.

Look at the custom lit highlight; Specular Color alpha is 1 in both images.

Before — Shininess = 0.01

Before: Lava, Shininess = 0.01

After — Shininess = 1

After: Lava, Shininess = 1

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