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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.

Shader or layerInputImportant role
TerrestrialLand Mask red / greenWater-versus-land selection / shore shaping
TerrestrialHeight Map RGBTerrain color-layer masks and detail
Terrestrial citiesCity Light Map red, CityLight Mask Map redCity pattern and restriction mask
Terrestrial citiesCityLight UV Map RGCoordinates used to sample the city pattern
Terrestrial/Oceanic/Sand cloudsClouds Top, Clouds Middle, GradientPole and middle maps joined through a gradient-based blend
MoonDetail Map red / SpecularMap redSpecular strength / Smoothness mask
IceHeight Map red and Detail Map red/greenDepth-shaped ice ramp and fine detail
GasUV Distortion Map redBand distortion and pole detail
Ring TransparentDetail Map RGB / redRing color / opacity multiplied by Ring Tint alpha
Ring ShadowDetail Map alphaAlpha-test pattern with Clip
SunSurfrace Map red/greenStellar color and flakes detail
Sun CoronaCorona Map red/greenNoise 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.

SettingKeep in mind
CityLight PopulationKeep positive and nonzero; it appears in a reciprocal exponent
Ice Factor CKeep nonzero
Ice remap spanKeep (Ice Detail + Ice Factor B) - (Ice Factor A - Ice Detail) nonzero
Ring radial mappingKeep Ring Size != Ring Offset + 1
Depth FadeKeep nonzero and tune at the intended world scale
Gas Lo/Hi vectorsKeep low/high thresholds ordered and distinct
Triplanar falloffsStart 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.

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.

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.