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How do you apply a texture to a sphere?
There are 2 ways to texture a sphere. Either by applying a cubemap or by applying a 2D texture. For best result, use a cubemap. The problem with applying a 2D texture is that when you wrap a 2D texture onto a sphere, the top and bottom area of the sphere, the texture looks squeezed.
What are procedural planets?
Procedural planet generation is a way of creating computer-generated environments from a set of specified guidelines. In exploring these environments, only enough detail needs to be present so that the current screen seems realistic.
How do you add a texture to a sphere in unity?
Texturing a Sphere in Unity Choose the image file and click on Import in the file selector box. The imported texture image should appear in the Project Window. (Alternatively, you can simply drag & drop the image file into the Project Window.)
Why is the earth called a unique planet?
Earth is the only known planet of the solar system which supports life. Earth has oxygen, water and temperature. All these conditions which are supporting life, like presence of water and air in a good proportion, presence of life supporting gas and balanced temperature make earth a unique planet.
How to make a procedural planet in Unity?
Instead of sampling a colour gradient we Lerp from texture to texture over the height of the displacement/Length of the vertex Position, blending textures based on displacement height. To control where the textures start and end we can use different black & white gradients.
How does the procedural planet shader graph work?
For cartoony/hand drawn-looking textures you can search the Asset Store or the internet for ‘stylized’ or ‘hand-painted’ textures. Also make sure that the textures are all tile-able/seamless. This Shader Graph uses the vertex Position in object space as input for the position of the simplex noise and then uses the noise for vertex displacement.
What are the gradients in the procedural planet?
The first gradient has a black key on 17.5% and a white key on 22.5%, leaving 5% for the blending in between. The second gradient has black on 37.5% and white on 42.5% and so on..:
How to use smoothstep nodes in procedural planet?
We can use SmoothStep nodes instead of gradients for the texture blending and we can use a Power node instead of a gradient to control the steepness of the displacement. This way we can use exposed Vector2 properties for the start and end of the texture blending and an exposed Vector1 for the Noise Power.