Rendering planets and the moon with ONLY one emission shader. I created the diffusion pass using a common ray-tracing technique for rendering sun lights, where the diffusion intensity is the dot product of the normalized light direction. That can be multiplied by the albedo (and AO if it makes at least a mildly noticeable difference) to get the diffusion pass. Softer lights can be created by passing the pass through a gamma transform. The glossy pass is the same, but with a very high gamma value. They are mixed using fresnel, with the mix RGB node. The clouds are then added with mix RGB and multiplied by the diffusion intensity, and the atmosphere is added (like clouds) based on fresnel instead of a cloud map. Lights are added with the "add" mix node. Filmic colorspace is fully emulated in post by F(x) = normalize(max(0, arctan(x)/π)).
Moon Simulator Pro Trailer - I made this in early 2019 also, when I started experimenting with math to create only emission stuff. The moon looks pretty good with only diffusion and reflecting a perfectly black background.