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Procedural Stars

Animated, procedural stars for Unity URP and HDRP — from red dwarfs to blue giants. Made to be the suns of your star systems, seen from a distance.

Unity 6.3 LTS or newer · URP and HDRP · Version [VERSION]

What it is

Procedural Stars renders stars that are alive: a granulated surface with active regions and coronal holes that slowly evolve, a soft corona around the disc and coronal loops rising over the limb. Size, temperature, activity and seed are set per star; the colour follows the temperature, from deep red to blue-white.

Each star is drawn as a single camera-facing billboard and raymarched in the pixel shader. It writes the depth of the sphere, so other objects sort correctly in front of and behind it. The surface is baked on the GPU in the background and shared between stars with the same profile, which keeps the cost per star low.

The stars are designed to be seen from a distance — as the suns of a solar system, a backdrop or a strategy map. They are not meant for flying into the surface.

Star classes

Five presets as starting points — every value can be changed freely.

  • Red dwarf

    3100 K · 0.35 R☉
  • Orange dwarf

    4400 K · 0.7 R☉
  • Sun-like

    5772 K · 1 R☉
  • White star

    7800 K · 1.5 R☉
  • Blue giant

    12000 K · 2.5 R☉

Anything in between

The five classes are presets, not limits. Temperature, radius, activity and seed are continuous — every star between a cool red dwarf and a hot blue giant can be dialled in, in the inspector or from script.

Five view modes

Inspired by how solar observatories see the Sun. Set per star, switchable at runtime.

Quality levels

Choose per star or project-wide. Distant stars can stay cheap while the main sun gets the full look.

LevelSurfaceCoronaLoopsGPU time*
Minimalbaked, no raymarch——[MEASURED]
Lowbaked, reducedreduced volume[TBD][MEASURED]
Mediumbakedreduced volume[TBD][MEASURED]
Highbaked, fullfull volume[TBD][MEASURED]
Ultrabaked, fullfull volumeall[MEASURED]

* One star, [RESOLUTION], [GPU] — measured with the included Quality demo scene.

How it works

  1. One billboard per star

    No mesh: a single quad faces the camera and the sphere is raymarched in the pixel shader.

  2. Per-pixel depth

    The shader writes the sphere's depth, so planets and ships sort correctly in front and behind.

  3. Baked in the background

    Surface and corona are baked by compute shaders within a per-frame time budget and shared between stars.

Requirements

Unity
6.3 LTS or newer
Render pipeline
URP and HDRP
Graphics API
[TESTED APIS]
GPU
Compute shaders required
Stars per frame
Up to 8
Platforms tested
[PLATFORMS]

Good to know

  • Built for viewing from a distance; extreme close-ups are not the goal.
  • The first frames after loading show a live or simplified surface until the bake is ready.
  • Not tested on mobile or WebGL.

FAQ

Can I fly into the star?

No — the stars are designed for distant views. The camera can come reasonably close, but there is no surface or interior to fly through.

Does it light my scene?

[ANSWER — e.g. pairs with your own directional/point light; light colour can follow the star temperature]

Which render pipelines are supported?

Both URP and HDRP are supported from the first release. The tested Unity versions and graphics APIs are listed under Requirements.

Asset Store or direct — what is the difference?

Same package, same updates. Buying direct leaves a larger share for the game's development.

Procedural Stars

Every purchase helps fund a space strategy game in development.