Not too close or far from its star; Just right.
The only image texture used in this scene was the starfield background. The planet’s surface is entirely procedural. The atmosphere shading was created using a simple node setup using the Geometry node and a ColorRamp that fades from red to blue to cyan. The halo around the planet was created by creating a flat, circular ring around the planet with a TrackTo constraint so it always faces the camera. I used vertex colors to make it only glow on the lit side of the planet (which, unfortunately, means it can only be viewed properly from this angle; if anyone can think of a better way, I would love to hear it!). A combination of a sharpen filter, lens distortion, and a flare filter create the photo-reminiscent appearance that becomes visible if you zoom in closer.
EDIT: If for some reason you want to use this in a video or something, feel free - as long as you give me credit. (P.S.: You don’t need to credit me to use it as your wallpaper… :P)