Scene Setup
These options configure how Global Snow integrates with your rendering pipeline. The available settings depend on whether your camera uses Deferred or Forward rendering.
Forward Rendering Path
| Parameter | Description |
| Sun | Directional light used for relief and occlusion calculations. Auto-detected if not set. |
| Update SpeedTree | Enable to support SpeedTree and SpeedTree billboard objects. Applies snow-compatible shader variants to SpeedTree materials. |
| Remove Leaves | Prunes tree leaves using a SpeedTree variant shader. For best results, use custom winter tree models instead. |
| Billboard Coverage | Amount of snow rendered on tree billboards and grass objects. Range: 0-2, default: 1.4. |
| Grass Coverage | Amount of snow rendered on grass. Range: 0-1, default: 0.75. |
| Opaque Cutout | Discards transparent pixels (RGBA = 0,0,0,0) on opaque objects to prevent snow from covering holes in textures. |
| Fix Materials | Forces all non-transparent materials to expose an Opaque RenderType tag. Enable if some objects get clipped by the snow effect. |
| Fix Tree Opaque | Forces opaque rendering on tree objects that may have incorrect transparency settings. |
| Force VR SPSR | Enables Single Pass Stereo Rendering compatibility for OpenVR. Do not enable for Oculus SDK. |
Deferred Rendering Path
| Parameter | Description |
| Sun | Directional light used for relief and occlusion calculations. Auto-detected if not set. |
| Forward Rendering | Override deferred mode and force forward rendering instead. Maps to forceForwardRenderingPath. |
| Deferred Camera Event | When the snow passes execute. Default: BeforeReflections. Change to BeforeLighting if deferred reflections are disabled in Graphics Settings. |
| FP Normals Buffer | Use 16-bit floating-point normal buffer instead of 8-bit. Enable if you see snow artifacts at distance. Maps to floatingPointNormalsBuffer. |
| Excluded Cast Shadows | When enabled, excluded objects still cast shadows into the snow. Default: true. |
| Use Fast Mask Shader | Uses an optimized mask shader for object exclusions. Disable for objects with vertex-animated custom shaders. Deferred only. Default: true. |
General
| Parameter | Description |
| Show Snow In Scene View | Enables snow preview in the Scene View. May not be 100% accurate due to CommandBuffer differences. |
| Debug Snow | Visualizes the snow coverage for debugging. |
| Enable WMAPI | Enables the World Machine API integration for heightmap-driven snow. |
Quality
Quick presets and distance optimization settings.
| Parameter | Description |
| Quality Preset | Best Quality: high-res coverage, relief, occlusion, glitter. Medium: smaller coverage texture, 500 m distance optimization. Fastest: flat shading, 100 m distance optimization. |
| Snow Quality | Selects the snow surface complexity: Flat Shading, Normal Mapping, or Relief Mapping (raymarched 3D waves). |
| Relief Amount | Intensity of relief/parallax mapping on the snow surface. Range: 0.05-0.3, default: 0.3. |
| Occlusion | Adds local ambient occlusion shadows to the snow surface. Default: true. |
| Occlusion Intensity | Strength of the occlusion effect. Range: 0.01-5, default: 1.2. |
| Glitter Strength | Sparkling effect intensity. Strongest when facing the sun. Default: 0.75. |
| Snow Normals Strength | Strength of the normal map detail on the snow surface. Range: 0-2, default: 1. |
| Max Exposure | Limits reflected light to prevent overexposure. Range: 0-2, default: 0.85. |
| Smoothness | Snow surface smoothness/glossiness. Range: 0-1, default: 0.9. |
| Snow Amount | Overall snow intensity multiplier. Range: 0-2, default: 1. |
Distance Optimization
Uses a simpler, faster algorithm for snow beyond a configurable distance from the camera. This is a Built-in exclusive feature that significantly reduces GPU cost on large scenes.
| Parameter | Description |
| Distance Optimization | Enables the distance optimization system. When enabled, snow beyond Detail Distance uses a simplified shader. |
| Detail Distance | Distance in meters from the camera where the full snow shader transitions to the simplified version. Default: 100. |
| Distance Snow Color | Tint color applied to the distance-optimized snow layer. |
| Big World Anti-flicker | Reduces z-fighting artifacts on very large terrains. Default: true. |
| Ignore Normals | The distance snow ignores surface normals, applying flat coverage. Faster but less realistic. |
| Ignore Coverage | The distance snow ignores the zenithal coverage pass, covering everything above minimum altitude. Faster but less accurate. |
Coverage
Controls where snow appears in the scene.
| Parameter | Description |
| Layer Mask | Which layers receive snow coverage via the zenithal depth pass. Transparent objects are excluded by default. |
| Zenithal Mask | Which layers participate in the zenithal occlusion pass. Exclude particle systems here for better performance. |
| Ref Exclusion Layer | Layer number used internally during snow rendering for excluded objects. Choose an unused layer. Default: 27. |
| Exclusion Double Sided | Enable when excluding double-sided objects from snow. |
| Default Exclusion Cut Off | Alpha cutoff threshold for excluded semi-transparent objects. |
| Minimum Altitude | World-space Y value where snow starts. Default: -10. |
| Altitude Scatter | Randomness in the altitude boundary for a more natural appearance. Range: 0-250, default: 20. |
| Altitude Blending | Blending range for the altitude boundary transition. Range: 0-500, default: 25. |
| Vegetation Offset | Additional altitude offset for trees and grass. Default: 0. |
| Snow Tint | Tint color applied to the snow surface. |
| Coverage Extension | Area size around the camera: 1 = 256x256 m, 2 = 512x512 m, 3 = 768x768 m, 4 = 1024x1024 m. Default: 1. |
| Coverage Quality | Internal texture resolution: 1 = 512x512, 2 = 1024x1024, 3 = 2048x2048, 4 = 4096x4096. Default: 1. |
| Smooth Coverage | Smooths the coverage result for more pleasant transitions. Built-in exclusive. Default: true. |
| Show Coverage Gizmo | Displays the coverage area in the Scene View for debugging. |
Slope
Controls how snow interacts with slopes and cliffs.
| Parameter | Description |
| Ground Coverage | Base coverage on flat ground. Range: 0-0.5, default: 0. |
| Slope Threshold | Normal angle threshold above which snow is removed. Higher values allow snow on steeper surfaces. Range: 0-1, default: 0.7. |
| Slope Sharpness | Sharpness of the slope-based snow removal transition. Range: 0-1, default: 0.5. |
| Slope Noise | Noise amount applied to slope-based snow edges. Range: 0-1, default: 0.5. |
| Noise Tex Scale | Scale of the noise texture used for snow variation. Default: 0.1. |
| Distance Slope Threshold | Slope threshold applied to the distance-optimized snow layer. Range: 0-1, default: 0.7. |
Coverage Mask
Use an alpha texture to paint snow on/off areas. White (alpha 1) = snow, black (alpha 0) = no snow.
| Parameter | Description |
| Coverage Mask | Enable/disable the coverage mask system. |
| Mask Texture | The alpha texture. Mapped to world space at the specified center and size. |
| World Center | Center position of the mask in world coordinates. |
| World Size | Size in meters. A size of 2000 means coverage from -2000 to +2000. |
| Fill Outside | When enabled, areas outside the mask bounds are filled with snow. Default: true. |
Appearance
Visual appearance of the snow surface.
| Parameter | Description |
| Snow Complexity | Flat Shading: fastest, smooth surface. Normal Mapping: adds surface detail. Relief Mapping: raymarched 3D waves with parallax. |
| Occlusion | Adds local shadows to the snow surface. Available with Normal Mapping and Relief complexity. |
| Glitter Strength | Sparkling effect intensity on the snow. Strongest when facing the sun. |
| Max Exposure | Limits reflected light to prevent overexposure when the sun is very bright. |
Features
Optional snow features that can be enabled individually.
| Parameter | Description |
| Footprints | Enables human-shaped footprint decals on the snow surface. |
| Footprints Texture | Custom texture for footprint stamps. Replace with your own for different shapes. |
| Auto FPS | Automatically generates footprints as the first-person character moves. |
| Duration | Time in seconds before footprints fade out. Range: 1-240, default: 60. |
| Scale | Scale of each footprint stamp. Range: 0.04-1, default: 1. |
| Obscurance | How darkened the footprint depression appears. Range: 0.05-0.5, default: 0.1. |
Terrain Marks
| Parameter | Description |
| Terrain Marks | Enables collision-driven snow deformation trails. |
| Duration | Time in seconds before marks fade out. Range: 1-240, default: 180. |
| Default Size | Radius of each terrain mark. Range: 0-1, default: 0.25. |
| View Distance | Maximum rendering distance for terrain marks. Range: 0-1024, default: 200. |
| Auto FPS | Automatically leaves terrain marks as the FPS character moves. |
| Roof Min Distance | Minimum distance from an overhead surface before marks are stamped. Prevents marks indoors. |
| Step Max Distance | Maximum distance between consecutive trail marks. Prevents trails across teleports. |
| Rotation Threshold | Minimum rotation in degrees before a new mark is stamped. Useful for wheels. |
| Texture Size | Internal resolution of the terrain marks render texture. |
Snowfall and Snow Dust
| Parameter | Description |
| Snowfall | Instantiates the SnowParticleSystem prefab. Default: true. |
| Intensity | Emission rate of snowflakes. Range: 0.001-1, default: 0.1. |
| Speed | Fall speed of snowflakes. |
| Wind | Horizontal wind force applied to snowflakes. Range: 0-2, default: 0. |
| Distance | Maximum distance from the camera where snowflakes are visible. Range: 10-200, default: 100. |
| Use Illumination | Snowflakes receive Global Illumination via Standard Shader material. |
| Receive Shadows | Snowflakes receive shadows from scene geometry. |
| Snow Dust Intensity | Intensity of wind-driven dust particles near ground level. Range: 0-1. |
| Snow Dust Vertical Offset | Height offset for the dust particle emitter. Range: 0-2, default: 0.5. |
Camera Frost
| Parameter | Description |
| Camera Frost | Adds a screen-space frosting overlay. Default: true. |
| Intensity | Strength of the frost effect. Range: 0.001-1.5, default: 0.35. |
| Spread | How much of the screen edges are covered by frost. Range: 1-5, default: 1.2. |
| Distortion | Amount of image distortion caused by frost. Range: 0-1, default: 0.25. |
| Tint Color | Color tint applied to frosted areas. |
Ground Check
| Parameter | Description |
| Ground Check | Method used to detect if the player is on ground: None, CharacterController, or RayCast. |
| Character Controller | Reference to the CharacterController component (when using CharacterController mode). |
| Ground Distance | Maximum raycast distance for ground detection (when using RayCast mode). |
Mask Editor
Paint snow on/off directly in the Scene View.
| Parameter | Description |
| Mask Editor Enabled | Activates the Scene View mask painting tool. |
| Texture Resolution | Resolution of the mask texture. 1024 for coarse, 2048-8192 for fine detail. |
| Brush Mode | Add or remove snow with the brush. |
| Brush Width | Brush size in world units. |
| Brush Fuzziness | Softness of the brush edges. |
| Brush Opacity | Opacity of each brush stroke. |
Next Steps