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Moon

Create a rocky, cratered world with independently controlled texture scales and highlights.

Moon material on supplied planet geometry

Shader menu: FORGE3D/Planets HD/Moon. Start with Assets/FORGE3D/Planets/Moon/Moon_01.prefab.

Material: Assets/FORGE3D/Planets/Moon/Materials/Moon_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.

Detail Map red controls Specular, while SpecularMap red controls Smoothness. The rocky surface has no city or lava emission; light it with a Unity Light. Keep the supplied mesh when changing textures so the projection and shading remain consistent.

Inspector settingProperty IDUse and visual effect
Albedo_AlbedoBase rocky color texture, projected around the supplied mesh. Replace it to change the visible rock pattern.
Detail Map_DetailMapRed channel masks Specular strength. SpecularMap red separately masks Smoothness; tune the correct map for each response.
Tint_TintMultiplies the surface texture color. Use white to retain its palette, or a colored tint to shift the whole surface.
Albedo Tiling_AlbedoTilingTexture repetition for albedo. 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.
Inspector settingProperty IDUse and visual effect
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.
SpecularMap_SpecularMapRed channel masks Moon smoothness. Use it to place smooth and rough regions; it does not directly mask Specular.
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 Tiling_SpecularTilingTexture repetition for specular. Increase for finer repeated detail; tune its paired motion control separately.
Inspector settingProperty IDUse and visual effect
Normal_NormalNormal texture for small rocky relief. It changes shading rather than the mesh silhouette.
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.

Each projected map has its own tiling control. Keep the albedo and normal detail at compatible scales, then choose Detail Tiling and Specular Tiling for the highlight masks. Use side lighting to distinguish normal relief from painted color. For mapping and rendering details, see Technical reference.

Duplicate Moon_01.mat. Change Tint from white to RGBA (0.5, 1, 1, 1) for a cooler rocky world. Keep the maps, then adjust Normal Scale under side lighting to control how strongly the craters read.

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: RGBA(1.000, 1.000, 1.000, 1.000); After: RGBA(0.500, 1.000, 1.000, 1.000)

Look at the overall color shift while texture detail stays in place.

Before — Tint = RGBA(1.000, 1.000, 1.000, 1.000)

Before: Moon, Tint = RGBA(1.000, 1.000, 1.000, 1.000)

After — Tint = RGBA(0.500, 1.000, 1.000, 1.000)

After: Moon, Tint = RGBA(0.500, 1.000, 1.000, 1.000)

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