If you want to use the built-in procedural planet or star shaders then you get access to all of the rendering features. But if you choose to use static textures, then the following features could still work with it:ORIGINAL: TSBasilisk
For drawing your own custom planets, is that able to benefit from the secondary features of the fractal generation - city lights, clouds, etc.? I imagine you'd have something like that for any unique planets you might add to the game, such as homeworlds. Would you need to create a height map to accompany the terrain drawing for example or would the engine be able to do that on its own?
- animated cloud layers
- atmospheric haze
- planetary rings
The city night lights and terrain shadowing rely on the procedural height map, which you forgo if you choose to instead use static textures. Of course along with the static textures you would have access to all the standard material features: normal maps, emissive maps, specularity, etc.




