Skip to content

Welcome to the Documentation for Procedural Planet Generation

Celestial Bodies

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.

Get Started Try Demo Asset Store

Celestial Bodies

Moons

Moon

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

Earth-like Earth-like

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

Gas Giant with Ring

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

Star

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