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Terrestrial

Create a land-and-ocean world with moving clouds and night-side city lights.

Terrestrial material on supplied planet geometry

Shader menu: FORGE3D/Planets HD/Terrestrial. Start with Assets/FORGE3D/Planets/Terrestrial/Planet_Terrestrial_01.prefab.

Material: Assets/FORGE3D/Planets/Terrestrial/Materials/Planet_Terrestrial_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 surface contains clouds and city emission; the atmosphere is on separate shell renderers. City lights follow texture masks and the night-side shading. They do not add Unity Lights. Keep CityLight Population positive and nonzero. Terrain colors may be hidden by other terrain layers, water or clouds; changing a hidden color does not reveal that layer.

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.
Land Mask_LandMaskRed selects water versus land; green shapes shores. Replace this map to redesign continents, keeping both channel roles in mind.
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.
Vegetation Color_VegetationColorColor of the vegetation layer. Coverage, mask textures and overlying layers determine where it is visible.
Vegetation Coverage_VegetationCoverageThreshold controlling the extent of the vegetation layer. Compare small changes with the supplied mask and Vegetation Factors.
Vegetation Factors_VegetationFactorsSharpness of the vegetation layer transition. Higher values make its threshold harder; tune after Coverage.
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
Fresnel Land Color_FresnelLandColorLand rim tint; visible only where the land mask and its multiplier allow it.
Fresnel Land Power_FresnelLandPowerConcentration of the land rim. Increase for a narrower response; enable Frensel Land Mult first.
Frensel Land Mult_FrenselLandMultStrength of the land rim. Zero masks changes to its color and power.
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.
Land Specular_LandSpecularStrength of land highlights. Tune independently of water; cloud shadows also affect this contribution.
Land Smoothness_LandSmoothnessSmoothness of land highlights. Use a lower value than water for a rougher terrestrial surface.
Inspector settingProperty IDUse and visual effect
City Light Map_CityLightMapRed-channel city light pattern. It is sampled through CityLight UV Map and restricted by the other masks.
CityLight UV Map_CityLightUVMapRed/green channels supply coordinates for City Light Map. Keep the supplied coordinate texture unless redesigning the mapping.
CityLight Mask Map_CityLightMaskMapRed-channel mask restricting the city pattern. Land, night shading and cloud shadows also affect the final lights.
CityLight Color_CityLightColorColor and brightness of city emission. Inspect the dark side; black removes the colored city contribution.
CityLight Population_CityLightPopulationShapes the density of the masked city pattern. Use a positive nonzero value and inspect at night; it is not a city object count.
Inspector settingProperty IDUse and visual effect
Water Shore Factor_WaterShoreFactorShapes the shore transition from the Land Mask’s green channel. Tune with Water Shore Color.
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_WaterShoreColorTint near shores, shaped by Land Mask and Water Shore Factor.
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
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 Fresnel Scale_NormalFresnelScaleNormal strength used for the rim contribution. Adjust separately from Normal Scale when the edge looks too broken up.
Normal Scale_NormalScaleStrength of normal-map relief. Increase for stronger small shadows and highlights; it does not raise terrain geometry.
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.

For a different coastline, edit a compatible Land Mask rather than raising a water-color boost. Keep CityLight UV Map as coordinate data. Tune the two normal scales separately: one shapes surface lighting and the other the rim. A zero rim multiplier hides the latter adjustment. For mapping and rendering details, see Technical reference.

For a clear ocean view, duplicate Planet_Terrestrial_01.mat and reduce Clouds Output from 0.279 to 0. Restore it before tuning Cloud Shadows. To change the night palette, keep the city maps and adjust CityLight Color while viewing the unlit hemisphere.

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: 0.279; After: 0

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

Before — Clouds Output = 0.279

Before: Terrestrial, Clouds Output = 0.279

After — Clouds Output = 0

After: Terrestrial, Clouds Output = 0

Before: 0.085; After: 0

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

Before — Cloud Shadows = 0.085

Before: Terrestrial, Cloud Shadows = 0.085

After — Cloud Shadows = 0

After: Terrestrial, Cloud Shadows = 0

Before: RGBA(0.941177,0.841904,0.664360,0); After: RGBA(0,0,0,0)

Look at the city emission on the night side; the After color is black.

Before — CityLight Color = RGBA(0.941177,0.841904,0.664360,0)

Before: Terrestrial, CityLight Color = RGBA(0.941177,0.841904,0.664360,0)

After — CityLight Color = RGBA(0,0,0,0)

After: Terrestrial, CityLight Color = RGBA(0,0,0,0)

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