What is Global Snow (Built-in)?
Global Snow (Built-in) is a drag-and-drop snow solution for the Built-in Render Pipeline in Unity. Attach it to your Main Camera and your entire scene is transformed into a winter landscape with realistic snow coverage, automatic occlusion, footprints, terrain marks, snowfall, and camera frost.
The Built-in version supports three rendering modes - Deferred, Forward, and Decal - giving you maximum flexibility for any hardware target.
Two packages, one purchase - Global Snow ships with both a Built-in RP and a URP package. Import only the one that matches your project's active render pipeline.
Rendering Modes
| Mode | How It Works | Best For |
| Deferred (recommended) | Modifies GBuffers directly during the deferred lighting pass. No extra full-screen blit. | Desktop, consoles, VR - best quality and performance. |
| Forward | Uses shader replacement to render snow-covered versions of qualifying materials, then composites the result as a screen-space image effect. | Projects that require the forward rendering path. |
| Decal | Stamps snow decals directly onto terrain geometry. Available as a separate download from the support forum. | Mobile and low-end devices where fill rate is limited. |
Built-in Exclusive Features
The Built-in version includes several features not available in the URP variant:
- Snow Volumes - trigger-based zones that lerp snow properties when the camera enters them. Ideal for caves, interiors, and areas with different snow intensity.
- Distance Optimization - a simplified snow algorithm for surfaces beyond a configurable distance, with separate tint color and the ability to ignore normals and coverage for maximum performance.
- Smooth Coverage - smooths the zenithal coverage result for softer transitions between snowed and non-snowed areas.
- Forward and Decal rendering modes - additional rendering approaches beyond deferred.
- Material fix utilities - Fix Materials, Opaque Cutout, and Fix Tree Opaque options to handle non-standard shaders.
- SpeedTree integration - dedicated SpeedTree snow support with leaf removal option.
- VertExmotion support - integration with the VertExmotion asset for vertex-animated snow.
Key Features
Snow Rendering
- Three quality levels - Flat Shading, Normal Mapping, and Relief Mapping (raymarched 3D waves).
- Automatic coverage - zenithal depth pass detects which surfaces are exposed to snowfall.
- Occlusion and glitter - ambient occlusion shadows and sparkling glitter on the snow surface.
- Distance optimization - simplified shader for far-away snow to reduce GPU cost.
Snow Interactions
- Footprints - human-shaped footprint decals with configurable fade-out duration.
- Terrain marks - collision-driven deformable trails from characters, vehicles, and projectiles.
- Snowfall - built-in particle system with intensity, speed, and wind controls.
- Snow dust - wind-driven dust particles near ground level.
- Camera frost - screen-space frost overlay for immersive cold environments.
Coverage Control
- Layer mask exclusion - exclude entire layers from snow coverage.
- Per-object exclusion - attach
GlobalSnowIgnoreCoverage to any GameObject.
- Coverage mask - paint snow on/off using an alpha mask texture with a built-in Scene View editor.
- Snow Volumes - trigger-based zones that modify snow properties when entered.
Requirements
| Requirement | Minimum |
| Unity | 2020.3 LTS or later |
| Render Pipeline | Built-in (Forward or Deferred) |
| Graphics API | DX11, OpenGL Core, Metal, Vulkan |
| Platform | Windows, macOS, Linux, Android, iOS, consoles |
Next Steps