The Space Graphics Toolkit is a collection of components that allow you to easily construct impressive space scenes for your games. All aspects of this pack are designed to give you full control over the graphical results, so you don't need need to be an astrophysicist to get quality results (i.e. there are no magic values you must carefully tweak to get something looking how you want). The dust component allows you to create infinitely scrolling dust clouds, or starfields. Additive or Subtractive particles (for bright/dark dust/stars/etc) Super fast scrolling fading (it's all calculated on the GPU) Easily gives your games a sense of speed The nebula component allows you to easily create volumetric nebulae and galaxies from a single source image (e.g. a satellite picture). Additive or Subtractive particles (for bright/dark clouds) Automatically samples 3D positions from 2D image Can be combined with starfield component to create galaxies The debris spawner component allows you to create infnitely scrolling fields of asteroids/space junk/anything you like. Use any GameObjects you like as debris Control the spawn probability of each debris type Spawn debris in 3D or 2D (e.g. top-down game). The thruster component allows you to easily add thruster effects to your spaceships. The thrusters are automatically animated to turn on/off and flicker. Thruster flare (like lens flare) Newtonian physics Thruster Controller component (for handling multiple thrusters) 2D 3D Spaceship Controllers (for thruster controls) The surface tessellator component gives your planets and stars dynamic LOD, so the surface mesh will increase in detail as your approach the surface. Cylindrical cube map texture support Lots of options to tweak performance Surface Tessellator Collider component (for mesh collision) The planet component allows you to create terrestrial planets like Earth, or Mars. Volumetric atmosphere Atmospheric scattering Atmospheric cloud layer Specular hilighting on the water Night lights Can receive planetary ring shadows Solar or Lunar eclipses NEW Cube map texture support NEW Fog setting The gas giant component allows you to create gas giant planets like Saturn, or Neptune. Fully volumetric Limb darkening Night lights Can receive planetary ring shadows Solar or Lunar eclipses NEW Cube map texture support NEW Volumetric Probe component (allows spaceships to enter gas giant atmospheres) The star component allows you create stars like the Sun. These can either be fairly simple stars (like the sun), or really crazy ones (as seen above). Volumetric atmosphere Solar flares/prominences (currently static) NEW Cube map texture support NEW Fog setting The asteroid ring component allows you to create asteroid rings, like the Asteroid Belt. Procedurally generated Fully animated orbits Set the inner and outer orbit speeds to create interesting effects Specify the distribution pattern (e.g. mostly on the inside/mostly near the middle/etc) Thousands of asteroids per draw-call Supports n*n tilemaps for great visual variety Can receive planetary shadows The ring component allows you to create rings around planets, like Saturn. You can also use this to show orbit paths, asteroid rings, or generally anything that needs a ring. Procedurally generated Particle scattering (i.e. sunlight through the ring) Split mesh to allow for correct depth sorting against planet atmospheres Can receive planetary shadows Can cast shadows onto planets or gas giants Procedurally generated Animated to pulse in size Can be used as a foreground or background object Specify the distribution pattern (e.g. on a sphere/inside a cube/in a ring/etc) Thousands of stars per draw-call Supports n*n tilemaps for great visual variety Extremely high resolution, with tiny textures (the starfields above use two 128*256 tile map textures) NEW Combine multiple starfield textures into one starfield NEW Automatic texture atlas generation for multiple starfield textures NEW Set spawn probabilities of each type (colour/texture) of star NEW Manually edit individual star settings (radius, position, etc) NEW Elliptical Galaxy distribution NEW Each distribution type has many settings The pack also contains many other smaller features: Skysphere component Simple orbit component Surface displacement component (to make planet or star surfaces bumpy/elevated) NEW Gravity Source Gravity Receiver components NEW Render queue changer (allows you to change material render queues in editor) Q: Does this package work on iOS and Android devices? A: Yes, all shaders in this pack use Shader Model 2. It's been tested on several devices including the: iPad 1, iPhone 3GS, iPhone 4S, and several Android devices whose names escape me. Q: Does this package work in the free version of Unity? A: Yes, every feature is fully supported by the free version of Unity. Q: Does this package work with Unity 4? A: Yes. Q: Is this package for background scenery only (i.e. things that can only be seen from a distance)? A: No, the planet atmospheres, star atmospheres, and gas giants are volumetric. This means that your camera can seamlessly travel through them and to the surface. However, there is currently no LOD system used on the planet or star surfaces, so the level of detail as you approach a planet's surface will probably be very low, unless your game uses a small scale (e.g. Spore or Super Mario Galaxy). But you could always write a component that generates a mesh with varying LOD, and apply it to the planet or star's component. It's just that it's quite a lot of work to implement a generic solution that many people will be happy with, so I haven't attempted writing such a component yet. Q: How optimized are the shaders? A: You'll notice in the screenshots of the inspectors that there are many checkboxes before various categories (e.g. Shading or Scattering). Toggling these will automatically switch to a shader that only implements the features you're currently using, so the shaders should have little waste. In addition to this, in many areas I've foregone physical accuracy in favour of efficient computation. Q: How many FPS do you get? A: This really depends on the platform and which components you use. Each component has a certain vertex shader and pixel shader cost. Meaning the FPS drop will either depend on how detailed your mesh is, or how big the object is on the screen. None of the shaders are particularly expensive in terms of the vertex shader, so you shouldn't have to worry about that too much. But if you do, then you can just use a lower detailed mesh to represent the object (the pack comes with many LOD stages for planets and such). The biggest hitter in terms of pixel shader cost is the gas giant shader, because it's fully volumetric so I had to use some rather expensive pixel shader instructions. But you can use a terrestrial planet's cloud layer as a stand-in, at the cost of losing the volumetric aspect. And for iOS devices, the asteroid rings are fairly expensive up-close, because I had to use alpha-testing. The other shaders should be fairly performant, but keep in mind these shaders aren't completely magic, so be sensible and limit the amount of items in your scene if performance is an issue (e.g. on mobile devices). Q: Can this be used to create alien worlds too? A: Yes, the reason there's an abundance of real world scenes is because it's fairly easy to find decent textures of Earth and such. I've included several alien scenes and alien world media into this pack, but I'm not a professional artist. Q: Will you add any more features in the future? A: Yes, if this gains enough interest and people buy it, then I definitely see myself adding way more things to this pack. In fact, I've already added way more than I originally planned for my first release. Q: Will the price stay the same? A: No, the price will eventually increase as I add more features. Q: Why are all these screenshots so freaking large? You owe me my next internet bill! A: I wanted to show off the visual fidelity that can be achieved using these components. All screenshots in this thread are unedited, have no anti-aliasing(AA), and use no post-processing. NEW Demo 1 - Asteroid Vortex (Asteroid Ring + Corona) NEW Demo 2 - Infinite Asteroids (Debris Spawner + Thruster) NEW Demo 3 - Flying Around a Star (Star + Corona + Thruster) NEW Demo 4 - Elliptical Galaxy (Starfield) NEW Demo 5 - Saturn (Gas Giant + Ring) NEW Demo 6 - Atmospheric Scattering + Dyanmic LOD (Planet + Surface Tessellator) NEW Demo 7 - Misty Galaxy (Nebula + Starfield + Dust) NEW Video 1 - Creating The Sun More videos to come in the future! From the Unity Asset Store. If your internet connection hasn't exploded yet, then here's a bonus picture of the Solar System, with accurate sizes: If you have any questions, comments, etc, then feel free to ask!