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Sand

Create desert terrain beneath an animated layer of dusty clouds.

Sand material on supplied planet geometry

Shader menu: FORGE3D/Planets HD/Sand. Start with Assets/FORGE3D/Planets/Sandstorm/Planet_Sand_01.prefab.

Material: Assets/FORGE3D/Planets/Sandstorm/Materials/Planet_Sand_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.

The Project folder is Sandstorm, while the shader and surface materials use Sand. Dust is part of the surface material. Clouds Output and Cloud Shadows are separate: removing visible dust does not automatically remove the shadow contribution.

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.
Specular Color_SpecularColorTint of the highlight contribution. Check alpha as well as RGB when a highlight adjustment appears ineffective.
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.
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
Detail Map_DetailMapFine surface pattern and masks. Its channel use depends on the shader; retain the supplied map while tuning the material.
Detail Tiling_DetailTilingTexture repetition for detail. Increase for finer repeated detail; tune its paired motion control separately.
Base Color_BaseColorUnderlying terrain color. Desert, vegetation and mountain layers can cover it, so first inspect the active masks.
Desert Color_DesertColorColor of the desert layer. Coverage, mask textures and overlying layers determine where it is visible.
Desert Coverage_DesertCoverageThreshold controlling the extent of the desert layer. Compare small changes with the supplied mask and Desert Factors.
Desert Factors_DesertFactorsSharpness of the desert layer transition. Higher values make its threshold harder; tune after Coverage.
Albedo Boost_AlbedoBoostMultiplier for Sand’s terrain color before the cloud contribution. Increase to lift the ground while keeping Cloud Boost separate.
Mountain Color_MountainColorColor of the mountain layer. Coverage, mask textures and overlying layers determine where it is visible.
Mountain Coverage_MountainCoverageThreshold controlling the extent of the mountain layer. Compare small changes with the supplied mask and Mountain Factors.
Mountain Factors_MountainFactorsSharpness of the mountain layer transition. Higher values make its threshold harder; tune after Coverage.
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.
TriplanarFalloff_TriplanarFalloffSharpness of the blend between projected texture directions. Use a positive value and inspect transitions around the globe.
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.
Cloud Boost_CloudBoostExtra multiplier for Sand’s tinted cloud contribution. Reduce if dust obscures too much terrain detail.

Desert and mountain layers can cover Base Color. Adjust their coverage and transition factors before changing Detail Map. Cloud Boost affects the dusty contribution while Albedo Boost affects the ground; use them separately to balance terrain visibility. For mapping and rendering details, see Technical reference.

Duplicate Planet_Sand_01.mat. Compare Clouds Output = 1 and 0 to reveal the desert below the dust. Restore the clouds and compare Cloud Shadows = 0.782 and 0 to choose the amount of shadow shaping independently.

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: Sand, Clouds Output = 1

After — Clouds Output = 0

After: Sand, Clouds Output = 0

Before: 0.782; After: 0

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

Before — Cloud Shadows = 0.782

Before: Sand, Cloud Shadows = 0.782

After — Cloud Shadows = 0

After: Sand, Cloud Shadows = 0

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