FAQ

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Global Snow (URP) · Troubleshooting & FAQ

Does Global Snow URP work with forward rendering?

No. The URP version of Global Snow requires the deferred rendering path. Make sure your URP Renderer Data asset is set to Deferred. Forward and Forward+ are not supported in the URP version.

Does it support Unity 6 and Render Graph?

Yes. Global Snow URP fully supports the Render Graph API introduced in Unity 6. No additional configuration is required - the Renderer Feature detects and adapts automatically.

How do I add the Render Feature?

Select your URP Renderer Data asset, click Add Renderer Feature, and select GlobalSnow. If you have multiple quality levels, add it to every Renderer Data asset. See the Setup Guide for details.

What is the Snow Surface component?

Snow Surface is a URP-exclusive feature that generates a deformable snow mesh on terrain or custom geometry. Unlike the screen-space coverage, it creates actual 3D geometry that deforms under pressure. See Snow Surface.

How do I add footprints at an arbitrary position?

Use the scripting API:

GlobalSnow snow = GlobalSnow.instance;
snow.FootprintAt(position, direction);
Can I customize the footprint shape?

Yes. Set a custom texture on the footprintsTexture property. Alternatively, use Terrain Marks for a different mark style.

Can I change the size of terrain marks?

Set a global default size in the inspector, or attach GlobalSnowColliderExtraInfo to individual objects and set the Mark Size per object. Via API:

snow.MarkSnowAt(position, 0.5f);
How do I check if there is snow at a world position?
float amount = GlobalSnow.instance.GetSnowAmountAt(worldPosition);
// Returns 0 if no snow, > 0 if snow is present.
How do I programmatically modify the coverage mask?

Use MaskPaint and MaskFillArea:

GlobalSnow snow = GlobalSnow.instance;
snow.coverageMask = true;
// Remove snow in a 10m radius
snow.MaskPaint(transform.position, 0, 10f, 1f);
// Fill a bounds area
snow.MaskFillArea(buildingBounds, 0, 1f, 2f);
How do I add static snow to a moving character?

Exclude the object from global coverage using the layer mask or GlobalSnowIgnoreCoverage script. Then apply a custom material with snow features. See Moving Objects.

Does it work with VR?

Yes, with deferred rendering. VR support depends on your Unity version and VR SDK. Deferred rendering in URP is recommended for the best compatibility.

What happened to Snow Volumes and Distance Optimization?

Snow Volumes and Distance Optimization are features of the Built-in RP version only. The URP version does not include these features. Use the Coverage Mask and Layer Mask for fine-grained snow control in URP.

Does the layerMask control which objects get snow?

Yes. The layerMask property controls which objects can receive snow. Objects on layers not included in this mask are rendered into an exclusion depth buffer and will not show snow. Note that objects on Layer 0 (Default) are never excluded by layerMask alone - use GlobalSnowIgnoreCoverage to exclude individual objects on the Default layer. The separate zenithalMask controls which objects participate in the top-down occlusion pass (which determines what blocks snow on surfaces below).

Is this asset compatible with Unity 6?

Yes. Global Snow URP is fully compatible with Unity 6 and newer, including the Render Graph API. The minimum supported version is Unity 2022.3 LTS.

My question is not covered here

Please visit the Kronnect Support page and post your question. The team will respond promptly.

Why does the editor crash with 'RenderNodeQueue Page Allocator out of memory' error when using exclusion layers in Global Snow URP?

This error can occur if objects in the scene are not assigned to any layer. Ensure all objects have a valid layer assigned. The crash is related to how the exclusion layer system processes objects without proper layer assignments.

How does the snow shader work - is it layered on top of existing shaders, and can it be replaced with a custom shader?

The snow is implemented as a render feature that modifies the gbuffers in realtime, rather than being a shader layer on top of existing shaders. It operates at the pixel level using depth, normals, metallic, and smoothness properties, so it cannot be simply replaced with a custom shader.

Why does snow disappear when entering play mode in URP, even though it's visible in the editor?

Global Snow requires deferred rendering to be enabled in URP. Check your URP asset settings and ensure deferred rendering is active. If snow still flashes or disappears intermittently, disabling 'Accurate G-buffer normals' in the URP settings may help, as toggling this setting causes shader reloads that can briefly hide the snow effect.

How can I prevent snow particles and dust from entering buildings with visible roofs in Global Snow?

If the roof is visible and solid, Global Snow automatically avoids snow on surfaces. However, for particles penetrating interiors, you have several options: 1) Use hole prefabs (circular or quad) from the Prefabs folder to create exclusion zones, 2) Use a Coverage Mask or the Mask Editor to paint/clear snow areas in the scene view and save the mask, or 3) Create a volume prefab sized to the building's exterior to exclude everything inside. The Coverage Mask approach allows selective exclusion without needing to tag individual walls/floors/roofs.

How can I prevent snow from appearing inside buildings with multiple floors?

You have two options: (1) Disable the Global Snow script attached to the camera and disable the particle systems when indoors - this immediately removes all snow and particles. (2) Use hole prefabs (circular or quad) with the GlobalSnowEraser material to create snow-free zones. You can customize these prefabs by replacing their meshes with cubes or other shapes to fit your building layout.

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