@Les-Bird
There have been improvements to the surface mesh and cloud rendering for larger planets, but there are still some things I need to tackle before working on realistic sized planets. I’m currently trying to get the cloud rendering working well even when downscaled a lot. The clouds themselves look good when downscaled, but getting the silhouette of mountains to remain sharp is a little tricky. In the latest version I also added SgtLandscapeFlatten which can flatten specific areas of a planet.
Hey guys. Any idea? A lot of blue circle. Unity 6000. URP. Android.
Using, the scene is base on example scene. Only added some UI such as buttons for mobile control and FPS performance display.
ProjectSettings > Quality > Rendering > RenderPipelineAsset = Ultra_PipelineAsset (default)
Total 5 screenshots.
my experience with this type of bug - whenever the large planet is not on (0,0,0) in the floating system this will happen. It only happens on planets with atmospheres AND water system.
I don’t know of any workaround except to generate the planet exactly on 0,0,0
This complicates things when you have a moon and its parent planet with atmospheres and water.
Works for me in Unity 6 URP. You’ll have to tell me how the Earth Sized Planet demo scene can be modified to replicate this.
I started doing some (super early) experiments with ocean rendering:
It looks like it’s not possible to render the ocean with a mesh and have it work with the atmosphere and transparency, so it will be part of the SgtSky rendering.
I also came up with a way to render low resolution clouds and maintain sharp mountain silhouettes and have no noise. For example:
This is with downscale = 8 (1/64 pixels) or 240x158 and it still looks pretty good and has almost no overhead while still being fully volumetric etc.
— Here is how I recreate the blue circle issue.
- Step 1. Create a new project using Unity Universl 3D Core (URP template) from the Hub. Unity (6000.0.25f1)
- Step 2. Import SGT (ver 4.2.8).
- Step 3. Open Build Profiles window and switch platfrom from Windows to Android.
- Step 4. Open Project Settings window > Quality > Levels, change from PC to Mobile. You should see Render Pipeline Asset = [Mobile_RPAsset]. Mobile_RPAsset is all default value.
- Step 5. Open scene “Earth Sized Planet” under BasicPack < Packs < SpaceGraphicsToolkit < CW < Plugins.
- Step 6. You should see one blue circle.
- Step 7. Fly to low earth orbit, now you should see a lot of blue circle.
— The following is tested in scene “Earth Sized Planet” < Basic Pack < Packs < SGT. during editor runtime.
- I found out that if you disable game object Ocean component SGTTerrainSharedMaterial, the blue circle on top of the planet land side disappeared. Blue circles still appear on the ocean side.
- I also found out that if you change Resolution value between 2-512 (power of 2) under component SGTTerrainOcean, you will see the blue circle edge changed accordingly.
- When resolution value = 16, for clear visualization reason, and disable component SGTTerrainPlanet under the game object Terrain. Blue circles disappeared.
---- Update on the Ocean blue circle issue — (Updated on 2025FEB02, FEB12, FEB13)
I think I found the cause of the blue circle. It was the combination of 5 items. (Updated on 2025FEB02, 6 items. FEB12, 7 items. FEB13, 8 items)
- Universal Renderer Data > Rendering > RenderingPath = Forward and Forward+;
- Universal Renderer Data > DepthTexture = true;
- Universal Renderer Data > OpaqueTexture = true;
- Universal Render Pipeline Asset > Quality > HDR = true and false;
- Universal Render Pipeline Asset > Quality > Upscaling Filter = all 5 options;
- Universal Render Pipeline Asset > Quality > Render Scale = 1; (Updated on 2025FEB02)
- Universal Render Pipeline Asset > Quality > Anti Aliasing (MSAA) = Disabled; (Updated on 2025FEB12)
- Camera > Projection > Clipping Planes > Near = [0-10]; This item directly effect the number of blue circles appearance. (Updated on 2025FEB13)
— Combinaton Examples (Updated on 2025FEB02, FEB12)
- No blue circle appear = [ Forward ] + [HDR = false] + [Automatic, Bilinear, and Nearest-Neighbor] + [DepthTexture = false] + [OpaqueTexture = false] + [Render Scale = 1] + [Anti Aliasing (MSAA) = Disabled]; (Updated on 2025FEB02, FEB12)
- Blue circle appeared = [ Forward ] + [HDR = false] + [Automatic, Bilinear, and Nearest-Neighbor] + [DepthTexture = true] or [OpaqueTexture = true] + [Render Scale < or > 1]; (Updated on 2025FEB02)
- Blue circle appeared = [ Forward ] + [HDR = false] + [FidelityFX Super Resolution 1.0, and Spatial-Temporal Post-Processing]
- Blue circle appeared = [ Forward ] + [HDR = true] + [Any 5 options]
- Blue circle appeared = [ Forward+ ] + [HDR = true or false] + [Any 5 options]
- Blue circle appeared = [ Forward ] + [HDR = false] + [Automatic, Bilinear, and Nearest-Neighbor] + [DepthTexture = false] + [OpaqueTexture = false] + [Render Scale = 1] + [Anti Aliasing (MSAA) Not = Disabled]; (Updated on 2025FEB12)
— Tested on the following scenes using Combinaton Examples no. 1 —
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The following scenes either has no blue circle appear or all render correctly, Water Level, Terrestrial Planet, Earth Sized Planet, Jovian, Spiral Galaxy, Star, Storm Planet, Vortex, VR Stars, Nebula, 01 Flares, 02 Atmosphere
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Scene GravitationalWaves need OpaqueTexture = ture for it to work.
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Scene 01 Lens (Singularity). Question does it render corrently? (Please see uploaded image)
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Scene 06 Black Hole (Singularity) and Gravitational Waves. need OpaqueTexture = ture for it to work.
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Scene Feature > Spacetime (scene 01-08). Question does it render corrently? Were they suppose in black and white?
Exciting news, thanks for your efforts. are there any planned features about the ocean? Would you like to publish any roadmap to show further update plan? I think a clear roadmaps can attract more people’s attention and bring more orders for publisher.
@SoftCaptured
Thanks, I’ll check it out next week!
@Caynet2K
There is an endless list of things that could be added to a planet, so I have no specific roadmap, nor do I want to promise anything.
Here’s some more progress on the oceans:
For now I want to make them animated with a more realistic pattern, eliminate tiling, and have it work underwater. That should be enough for the first release, and at that point I want to redo the promo pictures and videos.
Today it´s a great day, i managed to bake Navemesh on a planet made with this SGT!!! look
however i also discovered that i can´t bake navmesh on a SGT terrain, can you make the SGT terrain component compatible for baking navmeshes on their whole surface Mr? even as an option with rendering a mesh or a coliider that imitates the surface of the created terrain in a very superficial level?, please i want to create RTS mechanics in procedural miniplanets like in planetary anihilation using the simplex component, and all other components like the ocean, spawning and seafloor stuff that i cannot use with just the SGT Planet component
— Continue on the Ocean blue circle issue —
In case you don’t have the Universal Render Pipeline Asset. Here are the files that Unity produced when the project first created.
@MAVG
I presume baking nav meshes works with SgtPlanet because this deforms one Mesh and renders it with MeshRenderer. However, SgtTerrain procedurally generates a mesh based on the camera location, and renders it with Graphics.DrawMesh. This means Unity doesn’t know what Mesh to bake, and more importantly it’s rendering multiple meshes, and these meshes and constantly changing and may not be consistent across run at all depending on camera movement. Therefore, it doesn’t make sense to bake this. I recommend you use a hidden SgtPlanet for nav mesh baking, and SgtTerrain for rendering.
Also, here’s a slight update to the oceans:
Now with stochastic texturing, multiple octaves of detail, and specular reflections!
[Edit] Now with a bit more detail and lower density:
Oceans look fantastic!
Love the transparency and quality! Would be nice to have riffs to add more color diversity to oceans
Great work! Does Ocen support SSR? I think it is a basic feature of modern water surface rendering.
I need some tips and guidance here for scene “Earth Sized Planet” on mobile device.
I only need the spacecraft stay at Low-Earth-Orbit (LEO) no need to land on the planet. Planet > SGTFloatingObject is disabled.
I did try scene “Water Level” which is pretty smooth and awesome.
Question 1. Is the Earth Sized Planet too big for mobile device such as Android?
Q2. If not, what is your settings for Planet > Terrain > SGTTerrainPlanet, Resolution and Detail. Here is my settings.
----- Terrain -----
— SgtTerrainPlanet.cs
- SmallestTriangleSize 1;
- Resolution 128> 64;
- Detail 2 > 0.2;
----- Ocean ----- - SmallestTriangleSize 1;
- Resolution 128 > 64;
- Detail 2 > 0.2;
I am not able to keep the FPS around 30. And the experience is not smooth enough.
I am using phone model Xiaomi Redmi Note 10 5G. According to website https://www.gsmarena.com… It is using CPU model Octa-core (2x2.2 GHz Cortex-A76 & 6x2.0 GHz Cortex-A55). GPU model Mali-G57 MC2.
Q3. Is my phone not powerful enough for this?
Q4. If not, does anyone know what RP asset or renderer settings need to change? Can you share with us? I am using default settings for both items.
Here’s a small update on the underwater effect:
Obviously needs reflection, reflections, debris, etc etc to make it look better but the most important bits are done!
@JamesTCookie
The color/opacity is currently based on the optical depth. It would be nice to incorporate the vertical depth, but it’s not so straightforward to store or read, we’ll see.
@Caynet2K
If this effect were mesh based then SSR with HDRP would be easy, but it’s more of a screen space effect and I don’t want to implement SSR myself for all pipelines. Maybe a reflection plane would be an easier effect that can be made cross pipeline.