Thank you!
The static planet shadow on the asteroid ring was a bug: at runtime you need to get the material instance of a material vs the sharedMaterial in Edit mode. That was implemented for all other parts of the framework, but not in the custom shadow code. I'm posting an updated build with the fix.
Orthographic camera is not supported at the moment. We use the camera position and depth texture to make a ray sphere intersection for the corona and planet glow effects. Depth texture should be correct with both perspective and orthographic, but the camera position will not be accurate, therefore causing the visual bug.
A custom orthographic solution should be simpler than a perspective one in principle, since all objects are the same distance from the camera. So it should be a matter of rewriting the shader with a constant corona radius for orthographic. Barring any other unforeseen difficulties with this implementation, it will be included in a future update.
Happy holidays!


