This PR adds some customizations for jewel-type planets (Emerald, Ruby, and Sapphire Worlds):
Enforced base colors for the planet and atmosphere (the atmosphere color is probably not that significant though).
No inland, beaches, water etc.
A custom shader configuration for the height map to give a surface with bigger, sharper lines and areas than the default one. The moisture map still uses the default shader configs and thereby provides some mushyness to the surface.
All changes should be backwards-compatible, so previously generated seeds should yield the same planets as before.
Emerald:
Ruby:
Sapphire:
Changing the lighting gives the planets a jewely glow:
These planets don't have quite the marble look that the concept art has, but it's a step towards something like it. Perhaps someone else (or future me) can come up with a better fragment shader configuration. Additional planet details could help too.
Related to https://github.com/pistolshrimpgames/ProceduralPlanet/issues/11.
This PR adds some customizations for jewel-type planets (Emerald, Ruby, and Sapphire Worlds):
All changes should be backwards-compatible, so previously generated seeds should yield the same planets as before.
Emerald:
Ruby:
Sapphire:
Changing the lighting gives the planets a jewely glow:
These planets don't have quite the marble look that the concept art has, but it's a step towards something like it. Perhaps someone else (or future me) can come up with a better fragment shader configuration. Additional planet details could help too.