Skip to content

Thunderstorm

Create a turbulent cloud world with animated, masked lightning emission.

Thunderstorm material on supplied planet geometry

Shader menu: FORGE3D/Planets HD/Thunderstorm. Start with Assets/FORGE3D/Planets/Thunderstorm/Planet_Thunderstorm_01.prefab.

Material: Assets/FORGE3D/Planets/Thunderstorm/Materials/Planet_Thunderstorm_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 baseline is one instant in an animated effect. Lightning can be subtle at that instant. Tune the mask before the boost, then inspect several pulses in Play Mode. Lighting A/B Frequency changes texture-offset cadence; a still image cannot show its timing. Lightning is emission, not a spawned Light.

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 UV Tiling_NormalUVTilingTexture repetition for normal uv. Increase for finer repeated detail; tune its paired motion control separately.
Normal UV Speed_NormalUVSpeedAnimation rate for normal uv. Zero stops that layer’s motion; compare over time in Play Mode.
Normal Tiling_NormalTilingTexture repetition for normal. Increase for finer repeated detail; tune its paired motion control separately.
Normal Speed_NormalSpeedAnimation rate for normal. Zero stops that layer’s motion; compare over time in Play Mode.
Normlal Distortion Factor_NormlalDistortionFactorSigned strength of the storm normal distortion. Tune separately from the visible cloud-color distortion.
Normal Scale_NormalScaleStrength of normal-map relief. Increase for stronger small shadows and highlights; it does not raise terrain geometry.
Distortion Map_DistortionMapPattern used for animated surface distortion. Retain the supplied map while adjusting motion and strength.
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 Tiling_DistortionTilingTexture repetition for distortion. Increase for finer repeated detail; tune its paired motion control separately.
Distortion Speed_DistortionSpeedAnimation rate for distortion. 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.
Inspector settingProperty IDUse and visual effect
Tint High_TintHighColor for the brighter end of the storm surface. Tune with Tint Low and Detail Pow.
Tint Low_TintLowColor for the darker end of the storm surface. Use it to keep cloud relief visible under lightning.
Detail Pow_DetailPowContrast exponent for storm detail. Tune before Detail Boost to keep a readable cloud pattern.
Detail Boost_DetailBoostStrength of the storm detail contribution. Excessive values can hide the difference between low and high tints.
Inspector settingProperty IDUse and visual effect
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.
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.
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
Lighting Mask Map_LightingMaskMapMask pattern restricting lightning regions. Both A/B samples and their motion shape the combined result.
Lighting Map_LightingMapFine lightning pattern sampled in two layers. Their tiling and frequency controls create variation over time.
Lighting Mask A Tiling_LightingMaskATilingTexture repetition for lighting mask a. Increase for finer repeated detail; tune its paired motion control separately.
Lighting Mask B Tiling_LightingMaskBTilingTexture repetition for lighting mask b. Increase for finer repeated detail; tune its paired motion control separately.
Lighting Mask A UV Speed_LightingMaskAUVSpeedAnimation rate for lighting mask a uv. Zero stops that layer’s motion; compare over time in Play Mode.
Lighting Mask B UV Speed_LightingMaskBUVSpeedAnimation rate for lighting mask b uv. Zero stops that layer’s motion; compare over time in Play Mode.
Lighting A Tiling_LightingATilingTexture repetition for lighting a. Increase for finer repeated detail; tune its paired motion control separately.
Lighting B Tiling_LightingBTilingTexture repetition for lighting b. Increase for finer repeated detail; tune its paired motion control separately.
Lighting A Frequency_LightingAFrequencyCadence of jumps in the A lightning texture offset. Inspect over time in Play Mode, not in a still frame.
Lighting B Frequency_LightingBFrequencyCadence of jumps in the B lightning texture offset. Tune against A for a less uniform flash pattern.
Lightning Sine Mult_LightningSineMultTime multiplier for the lightning pulse. Inspect several pulses after changing it.
Lignting Mask Pow_LigntingMaskPowExponent shaping the lightning mask. Lower values can reveal broader lightning areas; compare 10.2 and 2 below.
Lightning Boost_LightningBoostEmission multiplier for lightning. It cannot reveal areas removed by the lightning masks.
Lightning Color_LightningColorTint of lightning emission. Tune with Lightning Boost after establishing a visible mask.

Normal distortion and cloud-color distortion have separate maps, scales and motion controls. Match them visually without assuming identical numeric values produce identical movement. Lightning uses two mask/detail layers; retain the source maps while learning frequency and pulse controls. For mapping and rendering details, see Technical reference.

Duplicate Planet_Thunderstorm_01.mat. Compare Lignting Mask Pow = 10.2 and 2 to reveal broader lightning regions. Keep the source maps, then tune Lightning Color and Lightning Boost while watching the animation.

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: 10.2; After: 2

Look at the broader visible lightning regions with the lower mask exponent.

Before — Lignting Mask Pow = 10.2

Before: Thunderstorm, Lignting Mask Pow = 10.2

After — Lignting Mask Pow = 2

After: Thunderstorm, Lignting Mask Pow = 2

Shader guide · Materials and customization · Lighting and effects · Practical workflows · Troubleshooting