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Sun

Create an animated stellar surface with a hot-color palette and subtle silhouette motion.

Sun material on supplied planet geometry

Shader menu: FORGE3D/Planets HD/Sun. Start with Assets/FORGE3D/Planets/Sun/Sun_Blue.prefab.

Material: Assets/FORGE3D/Planets/Sun/Materials/Sun_Blue.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 image includes the supplied corona and atmosphere for context. Edit the surface material to change the stellar texture. Sun is unlit visual geometry; add a separate Unity Light to illuminate planets. The published stellar close-ups use the demo’s root scale of 1200. Preserve the supplied layer proportions when changing scale.

Inspector settingProperty IDUse and visual effect
Surfrace Map_SurfraceMapStellar surface texture. Its red/green detail drives the color and flakes layers; the original label spelling is intentional here.
Sun R Tiling_SunRTilingTexture repetition for sun r. Increase for finer repeated detail; tune its paired motion control separately.
Sun G Tiling_SunGTilingTexture repetition for sun g. Increase for finer repeated detail; tune its paired motion control separately.
Surface Speed_SurfaceSpeedAnimation rate for surface. Zero stops that layer’s motion; compare over time in Play Mode.
Cool_CoolColor of cooler-looking stellar regions. Tune with Warm and Hot for a new star palette.
Warm_WarmMiddle color of the stellar palette. Use to connect the darker and brighter surface regions.
Hot_HotColor of hot-looking stellar regions. Alpha also scales the flakes contribution; preserve it while first adjusting RGB.
Surface Mult_SurfaceMultMultiplier for the stellar surface mask. Tune with Surface Power before overall Boost.
Surface Power_SurfacePowerExponent shaping stellar surface contrast. Compare the bright and dark surface structures below.
Flakes Mult_FlakesMultStrength of bright fine surface flakes. Hot alpha also affects their visibility.
Flakes Power_FlakesPowerContrast exponent for the fine flakes. Tune before increasing Flakes Mult.
Boost_BoostOverall unlit stellar brightness. Reduce when surface detail is lost to white highlights.
Inspector settingProperty IDUse and visual effect
Distortion UV Map_DistortionUVMapTexture that bends the animated detail coordinates. Tune its motion separately from the main detail.
Distortion UV Tiling_DistortionUVTilingTexture repetition for distortion uv. Increase for finer repeated detail; tune its paired motion control separately.
Distortion UV Speed_DistortionUVSpeedAnimation rate for distortion uv. Zero stops that layer’s motion; compare over time in Play Mode.
Distortion Factor_DistortionFactorSigned distortion strength. Larger magnitude bends the surface pattern more strongly.
Triplanar FalloffTriplanarFalloffSharpness of the stellar texture projection blend. Keep a positive value and inspect the limb while adjusting.
Inspector settingProperty IDUse and visual 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
Vertex Tile_VertexTileSpatial frequency of stellar vertex motion. It changes silhouette detail rather than texture tiling.
Vertex Speed_VertexSpeedRate of stellar vertex motion. Inspect in Play Mode from the final camera distance.
Vertex Power_VertexPowerAmplitude of stellar vertex motion. Increase carefully and check the silhouette against the corona.
Vertex Falloff_VertexFalloffConcentrates stellar displacement toward grazing views. Tune with Vertex Power at the limb.

Sun R Tiling and Sun G Tiling change the red/green texture layers independently. Surface Mult/Power shape broad detail; Flakes Mult/Power shape finer detail. Vertex Tile/Speed/Power/Falloff affect actual silhouette motion, so inspect the limb as well as the center. For mapping and rendering details, see Technical reference.

Duplicate Sun_Blue.mat. Compare Surface Power = 1.9 and 3.8 for a different surface contrast. Choose Cool, Warm and Hot together for a new palette, preserving Hot alpha. Match the separate corona color afterward.

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: 1.9; After: 3.8

Look at the balance of bright and dark stellar surface structures.

Before — Surface Power = 1.9

Before: Sun, Surface Power = 1.9

After — Surface Power = 3.8

After: Sun, Surface Power = 3.8

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