Skip to content

Oceanic

Create a water-covered world with animated clouds and contrasting ocean detail.

Oceanic material on supplied planet geometry

Shader menu: FORGE3D/Planets HD/Oceanic. Start with Assets/FORGE3D/Planets/Oceanic/Planet_Oceanic_01.prefab.

Material: Assets/FORGE3D/Planets/Oceanic/Materials/Planet_Oceanic_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.

For this URP shader, the color and rim paths select water throughout. Land and shore controls remain exposed but do not change that color output. Use Terrestrial for continents and coastlines. Clouds can obscure water detail and attenuate highlights; tune the water with Clouds Output reduced, then restore the clouds.

Inspector settingProperty IDUse and visual effect
Global Boost_GlobalBoostScales the base surface contribution. Adjust after choosing colors; scatter and clouds can still dominate the result.
Height Map_HeightMapTexture that distributes surface layers and detail. Its channels shape the material; it is not a terrain mesh generator.
Height Tiling_HeightTilingTexture repetition for height. Increase for finer repeated detail; tune its paired motion control separately.
Texture 1_Texture1Detail texture used by the water normal path. Retain the supplied texture while adjusting Float 3 and Normal Fresnel Scale.
Float 3_Float3Tiling for Texture 1 in the water normal path. Change when its detail scale needs to match the planet view.
Texture 0_Texture0Exposed in the Inspector, but bypassed by this URP shader’s water-only color selection. Use Terrestrial for configurable land and shore appearance.
Float 2_Float2Exposed in the Inspector, but bypassed by this URP shader’s water-only color selection. Use Terrestrial for configurable land and shore appearance.
Base Color_BaseColorExposed in the Inspector, but bypassed by this URP shader’s water-only color selection. Use Terrestrial for configurable land and shore appearance.
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.
Normal Fresnel Scale_NormalFresnelScaleNormal strength used for the rim contribution. Adjust separately from Normal Scale when the edge looks too broken up.
Inspector settingProperty IDUse and visual effect
Fresnel Land Color_FresnelLandColorExposed in the Inspector, but bypassed by this URP shader’s water-only color selection. Use Terrestrial for configurable land and shore appearance.
Fresnel Land Power_FresnelLandPowerExposed in the Inspector, but bypassed by this URP shader’s water-only color selection. Use Terrestrial for configurable land and shore appearance.
Frensel Land Mult_FrenselLandMultExposed in the Inspector, but bypassed by this URP shader’s water-only color selection. Use Terrestrial for configurable land and shore appearance.
Fresnel Water Color_FresnelWaterColorWater rim tint. Tune separately from the land rim and atmospheric shell.
Fresnel Water Power_FresnelWaterPowerConcentration of the water rim. Compare with Fresnel Water Mult enabled.
Fresnel Water Mult_FresnelWaterMultStrength of the water rim. Zero masks changes to its color and power.
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.
Inspector settingProperty IDUse and visual effect
Water Shore Factor_WaterShoreFactorExposed in the Inspector, but bypassed by this URP shader’s water-only color selection. Use Terrestrial for configurable land and shore appearance.
Water Detail Factor_WaterDetailFactorExponent shaping the shallow/deep water detail mask. Change it to redistribute water tones rather than move coastlines.
Water Detail Boost_WaterDetailBoostStrength of the water detail mask. Work with Water Detail Factor and the deep/shallow colors.
Water Shallow Color_WaterShallowColorColor for the shallow/detail end of the water blend. The Height Map and water detail controls determine where it appears.
Water Shore Color_WaterShoreColorExposed in the Inspector, but bypassed by this URP shader’s water-only color selection. Use Terrestrial for configurable land and shore appearance.
Water Deep Color_WaterDeepColorColor for the deep end of the water blend. Use it to establish the ocean’s overall darker tone.
Water Specular Color_WaterSpecularColorColor of water highlights. Tune alongside Water Specular and the scene light.
Water Specular_WaterSpecularStrength of water highlights. Cloud shadows can attenuate the response.
Water Smoothness_WaterSmoothnessSmoothness of water highlights. Raise for a tighter glint; clouds and their shadows can alter its visibility.
Inspector settingProperty IDUse and visual effect
Gradient_GradientBlend mask joining the pole and middle cloud maps. Keep the supplied gradient when tuning cloud motion.
Clouds Top_CloudsTopCloud texture used around the poles. Its rotation is controlled by Clouds Top Speed.
Clouds Middle_CloudsMiddleCloud texture across the middle of the globe, using a separate UV channel. Clouds Middle Speed controls its panning.
Clouds Blend Weight_CloudsBlendWeightExponent shaping the blend between pole and middle clouds. Change gradually and inspect the join at high latitudes.
Clouds Top Speed_CloudsTopSpeedSigned rotation rate for the pole cloud map. Zero stops this motion; inspect in Play Mode.
Clouds Middle Speed_CloudsMiddleSpeedSigned panning rate for the middle cloud map. Tune separately from pole motion in Play Mode.
Clouds Height_CloudsHeightOffset used to sample the cloud shadow. Changes the apparent separation of clouds and shadow without adding shell geometry.
Clouds Tint_CloudsTintColor of the cloud layer. Its visibility also depends on Clouds Output and the cloud maps.
Cloud Shadows_CloudShadowsShapes the texture-based shadow mask beneath clouds. Compare against zero to see its contribution; it is not a linear opacity slider.
Clouds Output_CloudsOutputVisible cloud contribution. Zero removes that contribution; Cloud Shadows is a separate control.
Clouds Specular Lerp_CloudsSpecularLerpChanges the highlight response where clouds cover the surface. Compare on the lit side with Clouds Output enabled.
Clouds Smoothness Lerp_CloudsSmoothnessLerpChanges the smoothness response in cloud-covered areas. Tune after the underlying water and land highlights.

Texture 1 and Float 3 control detail in the normal path, while Texture 0 and Float 2 remain exposed for a bypassed land-color branch. Keep the supplied pole/middle cloud mapping when changing water textures. Clouds can flatten the apparent normal response. For mapping and rendering details, see Technical reference.

Start from Planet_Oceanic_01.mat. Compare Clouds Output = 1 and 0 to see the underlying ocean, then restore 1 and compare Cloud Shadows = 0.057 and 0. Choose Water Deep Color and Water Shallow Color with the ocean exposed.

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: 1; After: 0

Look at how much of the underlying surface is revealed when the visible cloud contribution is removed.

Before — Clouds Output = 1

Before: Oceanic, Clouds Output = 1

After — Clouds Output = 0

After: Oceanic, Clouds Output = 0

Before: 0.057; After: 0

Look at the dark shaping beneath cloud regions, independently of the visible cloud color.

Before — Cloud Shadows = 0.057

Before: Oceanic, Cloud Shadows = 0.057

After — Cloud Shadows = 0

After: Oceanic, Cloud Shadows = 0

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