Oceanic
Create a water-covered world with animated clouds and contrasting ocean detail.
Visual example
Section titled “Visual example”
Where to find it
Section titled “Where to find it”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.
Main settings
Section titled “Main settings”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.
Surface and effect shape
Section titled “Surface and effect shape”| Inspector setting | Property ID | Use and visual effect |
|---|---|---|
| Global Boost | _GlobalBoost | Scales the base surface contribution. Adjust after choosing colors; scatter and clouds can still dominate the result. |
| Height Map | _HeightMap | Texture that distributes surface layers and detail. Its channels shape the material; it is not a terrain mesh generator. |
| Height Tiling | _HeightTiling | Texture repetition for height. Increase for finer repeated detail; tune its paired motion control separately. |
| Texture 1 | _Texture1 | Detail texture used by the water normal path. Retain the supplied texture while adjusting Float 3 and Normal Fresnel Scale. |
| Float 3 | _Float3 | Tiling for Texture 1 in the water normal path. Change when its detail scale needs to match the planet view. |
| Texture 0 | _Texture0 | Exposed in the Inspector, but bypassed by this URP shader’s water-only color selection. Use Terrestrial for configurable land and shore appearance. |
| Float 2 | _Float2 | Exposed in the Inspector, but bypassed by this URP shader’s water-only color selection. Use Terrestrial for configurable land and shore appearance. |
| Base Color | _BaseColor | Exposed in the Inspector, but bypassed by this URP shader’s water-only color selection. Use Terrestrial for configurable land and shore appearance. |
Detail and mapping
Section titled “Detail and mapping”| Inspector setting | Property ID | Use and visual effect |
|---|---|---|
| Normal Map | _NormalMap | Small surface relief through lighting. Keep a compatible normal texture and tune Normal Scale before replacing the map. |
| Normal Tiling | _NormalTiling | Texture repetition for normal. Increase for finer repeated detail; tune its paired motion control separately. |
| Normal Scale | _NormalScale | Strength of normal-map relief. Increase for stronger small shadows and highlights; it does not raise terrain geometry. |
| Normal Fresnel Scale | _NormalFresnelScale | Normal strength used for the rim contribution. Adjust separately from Normal Scale when the edge looks too broken up. |
Lighting and rim
Section titled “Lighting and rim”| Inspector setting | Property ID | Use and visual effect |
|---|---|---|
| Fresnel Land Color | _FresnelLandColor | Exposed 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 | _FresnelLandPower | Exposed 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 | _FrenselLandMult | Exposed 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 | _FresnelWaterColor | Water rim tint. Tune separately from the land rim and atmospheric shell. |
| Fresnel Water Power | _FresnelWaterPower | Concentration of the water rim. Compare with Fresnel Water Mult enabled. |
| Fresnel Water Mult | _FresnelWaterMult | Strength of the water rim. Zero masks changes to its color and power. |
| Scatter Map | _ScatterMap | Color lookup for the view/light-dependent surface shading. Retain the supplied lookup when first changing the palette. |
| Scatter Color | _ScatterColor | Tints the surface scatter contribution. A dark color can strongly reduce the visible surface. |
| Scatter Boost | _ScatterBoost | Strength of the scatter contribution. Tune with Scatter Color rather than compensating only with light intensity. |
| Scatter Indirect | _ScatterIndirect | Adds a floor to the scatter modulation. Raise it cautiously if the surface becomes too dark outside the bright region. |
| Scatter Stretch | _ScatterStretch | Scales the lookup coordinates, changing the spread of the shading transition. Tune with Scatter Center Shift. |
| Scatter Center Shift | _ScatterCenterShift | Moves the lookup transition. Adjust to reposition the scatter band without changing the planet Transform. |
| Inspector setting | Property ID | Use and visual effect |
|---|---|---|
| Water Shore Factor | _WaterShoreFactor | Exposed 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 | _WaterDetailFactor | Exponent shaping the shallow/deep water detail mask. Change it to redistribute water tones rather than move coastlines. |
| Water Detail Boost | _WaterDetailBoost | Strength of the water detail mask. Work with Water Detail Factor and the deep/shallow colors. |
| Water Shallow Color | _WaterShallowColor | Color for the shallow/detail end of the water blend. The Height Map and water detail controls determine where it appears. |
| Water Shore Color | _WaterShoreColor | Exposed 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 | _WaterDeepColor | Color for the deep end of the water blend. Use it to establish the ocean’s overall darker tone. |
| Water Specular Color | _WaterSpecularColor | Color of water highlights. Tune alongside Water Specular and the scene light. |
| Water Specular | _WaterSpecular | Strength of water highlights. Cloud shadows can attenuate the response. |
| Water Smoothness | _WaterSmoothness | Smoothness of water highlights. Raise for a tighter glint; clouds and their shadows can alter its visibility. |
Clouds
Section titled “Clouds”| Inspector setting | Property ID | Use and visual effect |
|---|---|---|
| Gradient | _Gradient | Blend mask joining the pole and middle cloud maps. Keep the supplied gradient when tuning cloud motion. |
| Clouds Top | _CloudsTop | Cloud texture used around the poles. Its rotation is controlled by Clouds Top Speed. |
| Clouds Middle | _CloudsMiddle | Cloud texture across the middle of the globe, using a separate UV channel. Clouds Middle Speed controls its panning. |
| Clouds Blend Weight | _CloudsBlendWeight | Exponent shaping the blend between pole and middle clouds. Change gradually and inspect the join at high latitudes. |
| Clouds Top Speed | _CloudsTopSpeed | Signed rotation rate for the pole cloud map. Zero stops this motion; inspect in Play Mode. |
| Clouds Middle Speed | _CloudsMiddleSpeed | Signed panning rate for the middle cloud map. Tune separately from pole motion in Play Mode. |
| Clouds Height | _CloudsHeight | Offset used to sample the cloud shadow. Changes the apparent separation of clouds and shadow without adding shell geometry. |
| Clouds Tint | _CloudsTint | Color of the cloud layer. Its visibility also depends on Clouds Output and the cloud maps. |
| Cloud Shadows | _CloudShadows | Shapes the texture-based shadow mask beneath clouds. Compare against zero to see its contribution; it is not a linear opacity slider. |
| Clouds Output | _CloudsOutput | Visible cloud contribution. Zero removes that contribution; Cloud Shadows is a separate control. |
| Clouds Specular Lerp | _CloudsSpecularLerp | Changes the highlight response where clouds cover the surface. Compare on the lit side with Clouds Output enabled. |
| Clouds Smoothness Lerp | _CloudsSmoothnessLerp | Changes the smoothness response in cloud-covered areas. Tune after the underlying water and land highlights. |
Advanced settings
Section titled “Advanced settings”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.
Practical example
Section titled “Practical example”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.
Setting comparisons
Section titled “Setting comparisons”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.
Clouds Output comparison
Section titled “Clouds Output comparison”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

After — Clouds Output = 0

Cloud Shadows comparison
Section titled “Cloud Shadows comparison”Before: 0.057; After: 0
Look at the dark shaping beneath cloud regions, independently of the visible cloud color.
Before — Cloud Shadows = 0.057

After — Cloud Shadows = 0

Related topics
Section titled “Related topics”Shader guide · Materials and customization · Lighting and effects · Practical workflows · Troubleshooting