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Ring Transparent

Create translucent bands with a light-directed planet shadow.

Ring Transparent material on supplied planet geometry

Shader menu: FORGE3D/Planets HD/Ring Transparent. Start with Assets/FORGE3D/Planets/Gas/Planet_Gas_01.prefab.

Material: Assets/FORGE3D/Planets/Gas/Materials/Planet_Ring_Gas_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.

Opacity uses Detail Map red × Ring Tint alpha, not texture alpha. Clip scales a red-channel clipping threshold: with tint alpha = 1, Clip = 1 is an equality case and can look unchanged; Clip = 2 removes the positive samples in the comparison. This transparent shader writes depth, so inspect overlap with atmosphere and other transparent objects from the final camera. Its planet shadow is an artistic main-light approximation, controlled by Shadow Vertex and Shadow Penumbra.

Inspector settingProperty IDUse and visual effect
Detail Map_DetailMapFine surface pattern and masks. Its channel use depends on the shader; retain the supplied map while tuning the material.
Ring Tint_RingTintMultiplies ring color. On Ring Transparent, alpha also scales opacity from Detail Map red.
Ring Size_RingSizeOuter endpoint of radial texture mapping in object space. Redistributes bands; it does not resize the ring mesh.
Ring Offset_RingOffsetInner endpoint offset for radial texture mapping. Keep Ring Size different from Ring Offset + 1.
Shadow Vertex_ShadowVertexScale used for the transparent ring’s analytic planet-shadow calculation. Tune when fitting the shadow to the planet.
Shadow Penumbra_ShadowPenumbraWidth of the transparent ring’s planet-shadow transition. Increase for a softer shadow boundary.
Clip_ClipAlpha-test control. Its meaning differs between Ring Shadow and Ring Transparent; follow the shader-specific note below.
Inspector settingProperty IDUse and visual effect
Specular_SpecularFeeds the metallic response despite the Specular label. Tune with Smoothness and scene reflections.
Smoothness_SmoothnessSurface highlight smoothness. Higher values generally concentrate reflections; texture and cloud masks can reduce the effect.

Keep clipping, tint opacity and shadow softness as separate adjustments. Test Clip only after choosing Ring Tint alpha, because both participate in the alpha comparison. Specular feeds metallic response in this shader despite its Inspector label. For mapping and rendering details, see Technical reference.

On a duplicated gas ring material, compare Ring Tint alpha = 1 and 0.25 while retaining RGB (0.551, 0.503, 0.679). Keep Clip at the preset value for this opacity comparison, then adjust Shadow Penumbra under the intended Directional Light.

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: 5.99; After: 11.98

Look at the redistribution of radial bands on the same ring geometry.

Before — Ring Size = 5.99

Before: Ring Transparent, Ring Size = 5.99

After — Ring Size = 11.98

After: Ring Transparent, Ring Size = 11.98

Before: RGBA(0.551, 0.503, 0.679, 1.000); After: RGBA(0.551, 0.503, 0.679, 0.250)

Look at the reduced opacity of the colored bands; only tint alpha changes.

Before — Ring Tint = RGBA(0.551, 0.503, 0.679, 1.000)

Before: Ring Transparent, Ring Tint = RGBA(0.551, 0.503, 0.679, 1.000)

After — Ring Tint = RGBA(0.551, 0.503, 0.679, 0.250)

After: Ring Transparent, Ring Tint = RGBA(0.551, 0.503, 0.679, 0.250)

Before: 0; After: 2

Look at the ring bands disappearing at Clip = 2; this changes clipping rather than just color.

Before — Clip = 0

Before: Ring Transparent, Clip = 0

After — Clip = 2

After: Ring Transparent, Clip = 2

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