Terrestrial
Create a land-and-ocean world with moving clouds and night-side city lights.
Visual example
Section titled “Visual example”
Where to find it
Section titled “Where to find it”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.
Main settings
Section titled “Main settings”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.
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. |
| Land Mask | _LandMask | Red selects water versus land; green shapes shores. Replace this map to redesign continents, keeping both channel roles in mind. |
| Base Color | _BaseColor | Underlying terrain color. Desert, vegetation and mountain layers can cover it, so first inspect the active masks. |
| Desert Color | _DesertColor | Color of the desert layer. Coverage, mask textures and overlying layers determine where it is visible. |
| Desert Coverage | _DesertCoverage | Threshold controlling the extent of the desert layer. Compare small changes with the supplied mask and Desert Factors. |
| Desert Factors | _DesertFactors | Sharpness of the desert layer transition. Higher values make its threshold harder; tune after Coverage. |
| Vegetation Color | _VegetationColor | Color of the vegetation layer. Coverage, mask textures and overlying layers determine where it is visible. |
| Vegetation Coverage | _VegetationCoverage | Threshold controlling the extent of the vegetation layer. Compare small changes with the supplied mask and Vegetation Factors. |
| Vegetation Factors | _VegetationFactors | Sharpness of the vegetation layer transition. Higher values make its threshold harder; tune after Coverage. |
| Mountain Color | _MountainColor | Color of the mountain layer. Coverage, mask textures and overlying layers determine where it is visible. |
| Mountain Coverage | _MountainCoverage | Threshold controlling the extent of the mountain layer. Compare small changes with the supplied mask and Mountain Factors. |
| Mountain Factors | _MountainFactors | Sharpness of the mountain layer transition. Higher values make its threshold harder; tune after Coverage. |
Lighting and rim
Section titled “Lighting and rim”| Inspector setting | Property ID | Use and visual effect |
|---|---|---|
| Fresnel Land Color | _FresnelLandColor | Land rim tint; visible only where the land mask and its multiplier allow it. |
| Fresnel Land Power | _FresnelLandPower | Concentration of the land rim. Increase for a narrower response; enable Frensel Land Mult first. |
| Frensel Land Mult | _FrenselLandMult | Strength of the land rim. Zero masks changes to its color and power. |
| 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. |
| Land Specular | _LandSpecular | Strength of land highlights. Tune independently of water; cloud shadows also affect this contribution. |
| Land Smoothness | _LandSmoothness | Smoothness of land highlights. Use a lower value than water for a rougher terrestrial surface. |
City lights
Section titled “City lights”| Inspector setting | Property ID | Use and visual effect |
|---|---|---|
| City Light Map | _CityLightMap | Red-channel city light pattern. It is sampled through CityLight UV Map and restricted by the other masks. |
| CityLight UV Map | _CityLightUVMap | Red/green channels supply coordinates for City Light Map. Keep the supplied coordinate texture unless redesigning the mapping. |
| CityLight Mask Map | _CityLightMaskMap | Red-channel mask restricting the city pattern. Land, night shading and cloud shadows also affect the final lights. |
| CityLight Color | _CityLightColor | Color and brightness of city emission. Inspect the dark side; black removes the colored city contribution. |
| CityLight Population | _CityLightPopulation | Shapes the density of the masked city pattern. Use a positive nonzero value and inspect at night; it is not a city object count. |
| Inspector setting | Property ID | Use and visual effect |
|---|---|---|
| Water Shore Factor | _WaterShoreFactor | Shapes the shore transition from the Land Mask’s green channel. Tune with Water Shore Color. |
| 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 | Tint near shores, shaped by Land Mask and Water Shore Factor. |
| 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. |
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 Fresnel Scale | _NormalFresnelScale | Normal strength used for the rim contribution. Adjust separately from Normal Scale when the edge looks too broken up. |
| Normal Scale | _NormalScale | Strength of normal-map relief. Increase for stronger small shadows and highlights; it does not raise terrain geometry. |
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”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.
Practical example
Section titled “Practical example”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.
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: 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

After — Clouds Output = 0

Cloud Shadows comparison
Section titled “Cloud Shadows comparison”Before: 0.085; After: 0
Look at the dark shaping beneath cloud regions, independently of the visible cloud color.
Before — Cloud Shadows = 0.085

After — Cloud Shadows = 0

CityLight Color comparison
Section titled “CityLight Color comparison”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)

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

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