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). |
| Origin | Object that leaves the footprints, for example your character in third person view. The ground ray is cast from this object. If not set, the camera is used (when using RayCast 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