Welcome to the Documentation for Procedural Planet Generation

Procedural Planet Generation is a Unity framework for creating procedural celestial bodies through shaders with editor tools for texture baking and scripts for in-editor and runtime procedural generation.
Built with Shader Graph, VFX Graph, and Render Graph, this framework creates beautiful and detailed, lightweight, non-landable planets optimized for viewing from space. This is NOT a terrain generation tool - it focuses on procedural surface textures and visual effects rather than geometric terrain or heightmaps. It's perfect for space strategy games, solar system maps, background environments, and skyboxes.
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Celestial Bodies
Moons

Rocky planets with procedurally generated surface color and heightmap detail. Two crater layers and a masked ridge network modify color contrast and procedural normals for visual height variance.
Customizable Features
| Feature | Options |
|---|---|
| Surface Color | Procedural pattern scale, color gradient, saturation |
| Heightmap & Contrast | Height-based color contrast strength |
| Craters | Density, size and depth ranges |
| Ridges | Scale, density, width, mask noise scale, gain determines if crevices or ridges |
| Normal Map Generation | Global strength, granular multiplier for surface, ridge, craters |
Earth-likes

Procedurally generated terrestrial planets with landmasses, coastlines, and ice caps formed through layered noise fields. Heightmap-driven surface normals simulate relief. The heightmap also samples color gradients to create natural-looking terrain patterns. Oceans feature shallow and deep water regions with depth-based coloration.
Procedural animated clouds.
Toggleable city lights on dark side of planet.
Fresnel edge effect and post-processing glow for atmospheric effects.
| Feature | Options |
|---|---|
| Continents | Continent scale and overall land–ocean coverage ratio |
| Ice Caps | Maximum ice cap extent based on elevation and ice edge falloff shaping |
| Surface Heightmap | Mountain scale, surface roughness, and coastline definition sharpness |
| Surface Color | Noise pattern scale, land color gradient, saturation, ocean deep/shallow coloration, height-based color contrast |
| Oceans | Depth thresholds for shallow/deep regions and water surface smoothness (specular) |
| Normals | Global normal strength and per-layer contributions for mountains, ridges, and base noise |
| Atmospheric Effects | Fresnel edge tint and atmospheric glow color, size, and falloff |
| Clouds | Size, density, normals, color, wave-like animation frequency and amplitude |
| City lights | Density for coastal vs inner cities, color, light power |
Gas Giants and Asteroid Rings

Procedurally generated gas giants feature dynamic, swirling cloud bands with animated storms and flowing patterns. Atmospheric effects with Fresnel edge glow and post-processing glow.
| Feature | Options |
|---|---|
| Color | Color gradient applied to cloud bands, saturation |
| Cloud Bands Pattern | Scale (number of bands), vertical band flow shape and scaling |
| Storms | Density, size, twistiness, ovality, movement speed, appearance rate |
| Animation | Whorl movement speed and overall pattern flow rate |
| Atmospheric Effects | Fresnel edge tint and atmospheric glow color, size, and falloff |
Asteroid rings are procedurally generated spherically banded discs that rotate around a planet. Density and transparency vary across the bands, creating natural gaps and flowing patterns. Lighting overrides allow you to control visibility at acute viewing angles.
| Feature | Options |
|---|---|
| Ring Shape | Inner and outer radius, edge fade strength, banding pattern defined by noise texture |
| Color | Gradient sampled along the ring pattern, overall saturation |
| Ring Transparency | Alpha threshold controlling which regions of the ring are transparent |
| Animation / Flow | Rotation speed of the ring pattern |
| Lighting Overrides | Two-sided lighting for transparency, minimum brightness level to avoid overly dark areas, light falloff sharpness to smooth shading at glancing angles |
Stars

Stars are always lit with a flowing, molten surface with HDR color variation and corona glow and VFX.
| Feature | Options |
|---|---|
| Molten Pattern | Domain warp scale and intensity, pattern scale, and flow speed driving the animated molten surface |
| Color Sampling | Primary color gradient plus Q/R domain-warp modulation channels blended with HDR colors for complex multi-band color variation |
| Corona Effects | Fresnel edge glow (color and power), unlit spherical glow density and falloff, VFX particle color, spawn rate (corona thickness), particle size, and turbulence intensity |