Procedural Planets and Stars is a highly customizable unity asset made for 2D aswell as 3D space games. All shaders are custom made from the ground up. You can use these shaders as low impact or quite heavy with an impressive amount of detail. In almost all of the shaders, you will find that you can turn a lot of effects on or off. All textures are generated with Substance Archives at run-time. Sizes range from 64px to 2048px and soon 4096px. Properties can be changed in real-time, meaning that planets can be animated.
Generate different textures based on seeds in-game. Use textures of size 128-2048px and soon 4096px. Unlimited amount of combinations.
Meshes:
Choose one of four quality options: low, medium, high and very high. Shaders are also designed to work with lower-end devices.
Shaders:
Minimal coding is required on your part. Include my procedural generation scripts and start generating instantly.
Necessary data is stored in scriptable objects. Save a specific planet or an entire planet type. Generate terrestrial, alien, barren, water, lava, ice, gas planets or suns.
I have created a separate and much-improved asset on the Unity Asset Store, called Starfield Shaders. Users that have bought Procedural Planets and Stars prior to January 21, 2019, are entitled to getting the new starfield asset for free. Contact me via email with your invoice number for the free asset.
Due to a large number of space backgrounds on the Unity Asset Store, I have decided to stop development on nebula backgrounds with the help of Allegorithmic's Substances. Instead, I will be looking into different solutions regarding space backgrounds in general.
Dividing asset into smaller packages makes updating them easier and faster. With fewer things to manage, mistakes are also less likely made on my part.
By dividing the asset into smaller assets, you can buy what you need and not pay for something that you have already acquired from other publishers.
Currently, Substances are not very handy to work with. Asset parts that do not use Substances are hindered even though they work flawlessly with Unity 5.6. and later.
Substance In Unity was updated to version 2.3.2 on May 15, 2019. This update partly fixes serialization issues but sadly brakes everything that was somewhat working in the previous update. Use Unity 2017...
The latest update of Substance for Unity 2018 added some welcome scripting support. With version
2.2.1 I had enough scripting tools to create easy-to-use generation scripts. Sadly the plugin
still makes Unity crash a lot. There are also other backend problems that they need to fix first
before I can properly support the 2018 version of Procedural Planets and Stars.
When using Substance for Unity 2018 with my generation scripts, you will find that scripts often
lose references to needed .sbsar files. It also can't find these files when reseting references.
Reimporting the .sbsar files fixes this; in some cases you will need to reimport them one by
one. Sadly this happens constantly... and thus I do not recommend using Unity 2018. Currently
the asset seems to have backend serialization issues? This should hopefully fix itself with a
future update of Substance for Unity 2018.
You can find the official fix here, keep reading for my fix which is quicker. This fix only works with Unity 2018.2 and 2018.3. In my experience Unity 2018.1 freezes when importing .sbsar files.
Besides my asset in the folder named “Procedural Planets and Stars”, there is another folder that
Unity provides named “plugins”, which should be a working copy of the “Substance in Unity”
asset… but it isn’t. At least not working. So instead of importing the “plugins” folder, import
the “Substance in Unity” asset for Unity 2018 (preferably before importing my asset). That
should make the substance archives work.
Sadly, even when you do get the archives working, there are still inconveniences when using and
updating the plugin. Please use Unity 2017 if you can.