Sunday, February 13, 2011

Planet Shader V3.


This shader is much better than my previous efforts.

It has specular mapping, bump mapping and a fake atmospheric scattering effect, based on rim lighting. To get the partial crescent glow, I calculate the rim lighting based on the view direction plus a small component of the light direction. All in a single pass!

This shader will be available in the Unity Asset Store in version 1.5 of my Spacebox Extension.

2 comments:

Chris said...

this is really cool work. what happens when you fly in close to the planets? how far in does the surface detail keep improving?

Simon Wittber said...

Once the whole planet fills the screen, it starts to get a little bit blurry. I would need to implement a LOD system to get closer.

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