This project starts from creating a circular planet with mountains, alleys and oceans and ends with setting color and gradient overlays. The total processes of creating the planet and the shader are at your hands, to setup and create your own planet as you wish.
First 3D mesh generation attempt
Shape and Color settings added
Noise-based deformation (Simple Noise)
Noise-based deformation (Rigid Noise)
The planet is made of six 2D planes, facing out on the six axis. The resolution can be set between, minimum 2 and maximum 256 vertecis (on each dimension of each plane).
Each planet has it's own features which are placed in Shape Settings
and Color Settings
(they can be created as seperate asset
);
-
Shape Settings
- Planet radius
- Noise layers with lots of properties
-
Color Settings:
- This project uses
Light Weight Pipeline
andPBR (Physically Based Rendering) Shader
(video) to calculate the UV and finally colors, based on the points position on the planet's surface. - Unlimited number os biomes (for defining different regions/environments)
- Ocean
- Option for blending the different biomes
- This project uses
- Dynamic mesh generation
- Noise-based mesh deformation
- Editor programming
- Dynamic material generaion
- UV-based material seperation
With special thanks to Sebastian Lague