Global Snow (Built-in) · Troubleshooting & FAQ
This page covers the most common issues users encounter with Global Snow (Built-in) and how to resolve them.
| Symptom | Some opaque objects disappear or get partially clipped when Global Snow is active in forward rendering. |
|---|---|
| Cause | The object's shader does not expose a RenderType tag, so Global Snow's replacement shaders cannot handle it. |
| Solution |
Supported RenderType values:
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| Symptom | You added the GlobalSnow component but no snow appears. |
|---|---|
| Cause | Minimum Altitude is too high, or the component is not on the correct GameObject. |
| Solution |
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| Symptom | Snow on a character or vehicle changes shape as it animates or moves. |
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| Cause | Global Snow applies snow based on GBuffers/screen-space - it does not differentiate static from dynamic objects. |
| Solution |
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| Symptom | You want the terrain itself to have no snow while other objects do. |
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| Cause | The terrain uses a standard material that receives global snow. |
| Solution |
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| Symptom | Even with Fix Materials enabled, some objects still disappear or lack snow in forward mode. |
|---|---|
| Cause | The object uses a custom shader with non-standard keywords or rendering queue. |
| Solution |
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| Symptom | Terrain marks only appear on the Unity Terrain, not on other geometry. |
|---|---|
| Cause | The object is missing the GlobalSnowCollisionDetector script. |
| Solution | Add GlobalSnowCollisionDetector to any non-terrain object that should support snow marks:
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| Symptom | Your first-person weapon model is covered in snow. |
|---|---|
| Cause | The weapon renders close to the camera near-clip plane within the snow depth range. |
| Solution | Edit GlobalSnowDeferredOptions.cginc and uncomment EXCLUDE_NEAR_SNOW. If the weapon is still affected, increase the NEAR_DISTANCE_SNOW value. |
| Symptom | Unity standard grass becomes see-through when Global Snow is active. |
|---|---|
| Cause | Render queue conflict with grass billboard and waving grass shaders. |
| Solution |
Option 1: Edit
Option 2: In the same shaders, comment out:
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| Symptom | Tree billboards render without snow in forward rendering mode. |
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| Cause | Tree billboards render in the transparent queue, which Global Snow skips by default. |
| Solution |
For deferred mode: import the |
| Symptom | Snow renders incorrectly with reflections or shows lighting artifacts in deferred mode. |
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| Cause | The Deferred Camera Event is set incorrectly for your project's Graphics Settings. |
| Solution |
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| Symptom | Snow shows visible banding or precision artifacts on distant surfaces in deferred mode. |
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| Cause | The default 8-bit normals buffer lacks precision for distant snow calculations. |
| Solution | Enable FP Normals Buffer in the Scene Setup section. This uses a 16-bit floating-point buffer that resolves precision issues at the cost of slightly more GPU memory. |
| Symptom | In VR, the left and right eye show mismatched snow. |
|---|---|
| Cause | VR stereo rendering mode mismatch. |
| Solution | Use deferred rendering for best VR compatibility. If using forward mode, check the Force VR SPSR setting matches your VR SDK (enable for OpenVR, disable for Oculus). |
| Symptom | Long compile times when Global Snow is in the project. |
|---|---|
| Cause | Multiple shader variants from multi_compile directives across both Forward and Deferred workflows. |
| Solution | See Reducing Shader Variants on the Performance Tips page. Delete the unused workflow folder (Workflow_Forward or Workflow_Deferred) to cut variants in half. |
Visit the Kronnect Support and post your question. Include your Unity version, rendering path (Forward or Deferred), and a screenshot of the Global Snow inspector.
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