For the project The New Earth Conflict, I tasked myself with creating a main menu which had a fully PBR planet earth. I was on a budget and time restrictions, so I didn’t want to use GLSL, and I wanted all of the work to be original.
The new version of the planet rendering uses a higher poly sphere, a higher resolution normal map and a lower resolution emission map.
The lower resolution emission channel means that higher resolution screens don’t see the lights brighter than low resolutions.
Comparing my PBR approach to others custom shader approach, I noticed that I couldn’t capture the atmospheric scattering of the planet as well.