
parallel-cascades
5
Posts
5
Followers
A member registered Sep 15, 2023 · View creator page →
Creator of
Solar system map demo project with procedural materials and effects in Unity.
Simulation
Demo project for the Procedural Planet Generation Unity asset, sold on the Unity Asset Store.
Unity D3D12 demo of procedural skybox shaders and VFX graphs.
Recent community posts
Procedural Planet Generation Demo comments · Replied to wrench_nz in Procedural Planet Generation Demo comments
Procedural Planet Generation Demo comments · Replied to wrench_nz in Procedural Planet Generation Demo comments
I just published a large update with improved gas giants and rings (I've renamed them to gas giant rings), streamlined and improved custom lighting and baking workflows, and - orthographic camera support.
Asteroid belts will be next.
Procedural Planet Generation Demo comments · Replied to wrench_nz in Procedural Planet Generation Demo comments
Asteroid rings are included in the sense of rings around gas giants, sorry if that caused confusion with asteroid belts.
Asteroid belts are a great idea though, they can be implemented with a VFX graph system with a few unique meshes for the asteroids, spawning them procedurally with randomized scales, sizes and rotations. I actually have individual mesh based asteroid generation in a private system, so I will definitely prioritize cleaning it up and publishing it as a system for Procedural Planet Generation.
Procedural Planet Generation Demo comments · Replied to wrench_nz in Procedural Planet Generation Demo comments
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!



