Technical reference
Use this reference when replacing textures, assembling a new renderer composition or integrating the materials with a larger URP scene. For everyday appearance changes, start with the Shader Reference.
Texture channels and mapping
Section titled “Texture channels and mapping”| Shader or layer | Input | Important role |
|---|---|---|
| Terrestrial | Land Mask red / green | Water-versus-land selection / shore shaping |
| Terrestrial | Height Map RGB | Terrain color-layer masks and detail |
| Terrestrial cities | City Light Map red, CityLight Mask Map red | City pattern and restriction mask |
| Terrestrial cities | CityLight UV Map RG | Coordinates used to sample the city pattern |
| Terrestrial/Oceanic/Sand clouds | Clouds Top, Clouds Middle, Gradient | Pole and middle maps joined through a gradient-based blend |
| Moon | Detail Map red / SpecularMap red | Specular strength / Smoothness mask |
| Ice | Height Map red and Detail Map red/green | Depth-shaped ice ramp and fine detail |
| Gas | UV Distortion Map red | Band distortion and pole detail |
| Ring Transparent | Detail Map RGB / red | Ring color / opacity multiplied by Ring Tint alpha |
| Ring Shadow | Detail Map alpha | Alpha-test pattern with Clip |
| Sun | Surfrace Map red/green | Stellar color and flakes detail |
| Sun Corona | Corona Map red/green | Noise and discharge patterns |
Retain the supplied textures’ importer intent when copying them. A color image, packed mask, coordinate texture and normal map are not interchangeable. Changing import color-space treatment can change mask values as well as color. Inspect replacements in the final material rather than treating a white or black diagnostic texture as an artistic preset.
Many surfaces project textures from several directions. Their Tiling controls change texture repetition; they do not increase mesh resolution. Cloud poles and middles use distinct UV channels, so replacing the supplied mesh can break the blend. Rings derive their texture position from object-space radius and depend on the mesh origin. Preserve the authored origin and mapping while first customizing the effect.
Sensitive combinations
Section titled “Sensitive combinations”| Setting | Keep in mind |
|---|---|
| CityLight Population | Keep positive and nonzero; it appears in a reciprocal exponent |
| Ice Factor C | Keep nonzero |
| Ice remap span | Keep (Ice Detail + Ice Factor B) - (Ice Factor A - Ice Detail) nonzero |
| Ring radial mapping | Keep Ring Size != Ring Offset + 1 |
| Depth Fade | Keep nonzero and tune at the intended world scale |
| Gas Lo/Hi vectors | Keep low/high thresholds ordered and distinct |
| Triplanar falloffs | Start with finite positive values from the supplied preset |
These are practical setup boundaries, not a claim that every other value is safe or artistically useful. Keep a known-good material copy before changing interdependent remaps.
Rendering behavior
Section titled “Rendering behavior”Atmosphere and Corona use additive color. Their visible transparency comes from the amount of color added, rather than ordinary alpha opacity. Transparent Ring uses a transparent queue but keeps depth writing enabled. This can affect overlap with other transparent effects; inspect the actual camera view.
The lit planet shaders use UniversalForwardOnly for their custom surface shading. In a Deferred renderer they still use that forward-only route. The presence of other generated passes does not by itself establish equivalent behavior for decals, SSAO or every renderer feature.
Surface scatter, atmospheric arcs, cloud-shadow shaping and night effects include main-light-dependent terms. A scene with several lights is not a physical multi-light atmosphere simulation. Corona reads scene depth, and its Depth Fade denominator is in world units; enable depth as described in Installation.
Amplify Shader Editor and scripting
Section titled “Amplify Shader Editor and scripting”The product uses Amplify Shader Editor. You do not need ASE to use the supplied compiled shaders and materials in the configuration described by this guide. Graph editing requires a suitable ASE authoring setup and lies beyond the normal material workflow. Retain original generated shaders and shared function assets when managing the product in source control.
Unity helper includes with ShaderGraph in their path are dependencies of the generated shader code; they are not an instruction to convert the product to another shader-authoring system. Use Runtime materials for scripting against the existing properties.