In the end of 2017 I was create some procedural like shading system for planets and stars. I start from perlin noise type algorithms variations end extend them to layered, colorization shading. In asset store there is a lot of space and planetar assets, but they use sphere projection textures with low resolution. At the poles is texture distorsions and no dynamicaly changes. If do not need textures thery is no nead any UV projections. Fractals is use global space 3D texture projection. It's wery interesting if that dynamicaly changes. I experemented with fractal layers blending and how it's colorize. It's look interesting, but lot of calculations at each frame on high octaves level. In next stage of experement I planing shifting all fractal calculations in script and generate textures for material slots. So, instead of this, I was write shader variant with triplanar texture projection and use spectral images from NASA resources. Its something comleatly new in look and differs from prev
Realtime3D procedural Space test.