



Building a procedural rocky planet pipeline in Unity for our cosmic sandbox game
Hi everyone, we recently shared a devlog about the procedural rocky planet generation system we’re building for Essence – Cosmic Engine. The pipeline generates rocky planet surfaces and atmospheres using Unity, compute shaders and URP. Each planet is defined by a 5-dimensional signature that affects:
- terrain
- climate
- surface colors
- biomes
- cloud coverage
- atmospheric rim The signature is derived from the planet’s formation context, including position, mass, distance from stars and other simulation-related parameters. The idea is to make every planet feel coherent: not just a textured sphere, but a world where surface, atmosphere and climate come from the same underlying state. Devlog here: https://www.epiccube.org/procedural-generation-of-rocky-planets/ Happy to receive feedback, especially from anyone working with procedural generation, shaders or compute pipelines in Unity.