Parameters
intermediate conceptsGlobal Snow (URP) · Core Concepts
Scene Setup
These options configure how Global Snow integrates with your URP deferred rendering pipeline.
| Parameter | Description |
|---|---|
| Sun | Directional light used for relief and occlusion calculations. Auto-detected if not set. |
| Show Snow In Scene View | Renders the snow effect in the Scene View for live editing without entering Play mode. |
| Add Snow To Grass | When enabled, snow is applied to terrain grass objects. |
| Profile | Optional GlobalSnowProfile asset. Assign to load/save complete snow configurations. |
Quality
Snow appearance and detail level.
| Parameter | Description |
|---|---|
| Snow Quality | Flat Shading: fastest, no normal mapping. Normal Mapping: moderate detail. Relief Mapping: highest quality with parallax depth. |
| Snow Amount | Overall snow intensity. Range 0-2. Values above 1 increase coverage beyond default. |
| Snow Tint | Tint color applied to the snow surface. |
| Smoothness | Snow surface glossiness. Range 0-1, default 0.9. |
| Snow Normals Strength | Strength of the normal map detail on the snow. Range 0-2. |
| Relief Amount | Intensity of the relief/parallax effect. Range 0.05-0.3. Only visible with Relief Mapping quality. |
| Noise Tex Scale | Tiling scale of the noise texture that adds natural variation to the snow surface. Lower values produce larger, smoother patterns; higher values produce finer grain. Default 0.1. |
Coverage
Controls where snow appears in the scene.
Exclusion Mechanisms Comparison
| Mechanism | Scope | Use Case |
|---|---|---|
| Layer Mask | Entire layers | Exclude categories of objects from receiving snow (UI, VFX, characters). |
| Zenithal Mask | Entire layers | Exclude layers from the top-down occlusion pass (particles, transparent VFX). |
| Coverage Mask | World area (texture) | Artistic control: paint snow on/off in specific zones, paths, or regions. |
| GlobalSnowIgnoreCoverage | Per-object | Fine-grained control: exclude or force-include individual objects regardless of their layer. |
| Default Exclusion Layer | Internal | Used internally during exclusion rendering. Must be an unused layer (default 27). Do not assign objects to it. |
| Parameter | Description |
|---|---|
| Layer Mask | Controls which objects can receive snow. Objects on layers not included in this mask are excluded from snow coverage. Note: objects on Layer 0 (Default) are never excluded by this mask. Default: all layers. |
| Zenithal Mask | Controls which layers participate in the top-down depth pass that determines occlusion. Objects on excluded layers will not block snow on surfaces below them. Exclude particle systems and transparent VFX here for better performance. Default: all layers. |
| Use Zenithal Coverage | Enables the top-down depth coverage system. Disable only for flat scenes without overhangs. |
| Show Coverage Gizmo | Displays the coverage area in the Scene View. |
| Coverage Resolution | Zenithal depth texture resolution: 1 = 512px, 2 = 1024px, 3 = 2048px, 4 = 4096px. Higher values give sharper occlusion at a GPU cost. |
| Coverage Extension | Coverage area size around the camera: 1 = 512m, 2 = 1024m, 3 = 2048m, 4 = 4096m. |
| Coverage Update Method | Every Frame: recalculates each frame. Discrete: updates on camera movement. Manual: call UpdateSnowCoverage() from script. Disabled: no updates. |
| Coverage Depth Debug | Displays the zenithal depth buffer for debugging coverage issues. |
| Minimum Altitude | World-space Y value where snow starts. Default -10. No maximum - snow covers everything above this. |
| Altitude Scatter | Randomness in the altitude boundary. Range 0-250, default 20. |
| Altitude Blending | Smoothing of the altitude transition. Range 0-500, default 25. |
| Vegetation Offset | Additional altitude offset (in meters) applied to the minimum altitude for grass and trees only. Use to make vegetation show snow earlier or later than the rest of the scene. Default 0. |
| Ground Coverage | Amount of snow applied to surfaces beneath opaque objects (areas that would normally be occluded by the zenithal pass). Useful for adding snow under overhangs or covered areas. Range 0-0.5, default 0. |
| Ground Coverage Randomization | Randomization of ground coverage distribution. Range 0-2, default 0.5. |
| Grass Coverage | Snow coverage on terrain grass. Range 0-1, default 0.75. |
| Billboard Coverage | Snow coverage on tree billboard LODs. Range 0-2, default 1.4. |
Slope
Controls how snow is removed from steep surfaces.
| Parameter | Description |
|---|---|
| Slope Threshold | Slope angle 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 removal transition. Range 0-1, default 0.5. |
| Slope Noise | Noise applied to slope-based snow edges. Range 0-1, default 0.5. |
Appearance
Visual properties of the snow surface.
| Parameter | Description |
|---|---|
| Glitter Strength | Sparkle/glitter effect intensity. Default 0.75. |
| Occlusion | Enables ambient occlusion on the snow surface. Default enabled. |
| Occlusion Intensity | Strength of snow ambient occlusion. Range 0.01-5, default 1.5. |
| Max Exposure | Maximum brightness of the snow. Range 0-2, default 0.85. |
| Subsurface Scattering | Light bleeding through snow edges. Range 0-1, default 0.25. Creates a translucent ice-like appearance. |
| Subsurface Scattering Color | Tint color for the subsurface scattering effect. Default is a pale blue. |
| Preserve GI | Retains existing global illumination on snow-covered surfaces instead of replacing it with flat snow lighting. |
| Minimum GI Ambient | Minimum ambient GI level on snow when Preserve GI is enabled. Range 0-1, default 0.2. |
Coverage Mask
Paint snow on or off using a texture-based mask.
| Parameter | Description |
|---|---|
| Coverage Mask | Enables the coverage mask system. |
| Coverage Mask Texture | Alpha texture controlling snow placement. White = snow, black = no snow. |
| World Size | Size of the mask area in world units. |
| World Center | Center position of the mask in world coordinates. |
| Fill Outside | When enabled, areas outside the mask bounds receive full snow. Default enabled. |
Exclusion
Fine-grained control over which objects are excluded from snow.
| Parameter | Description |
|---|---|
| Default Exclusion Layer | Layer number used internally for excluded objects during rendering. Choose an unused layer. Default 27. |
| Exclusion Bias | Depth bias for the exclusion mask. Increase if exclusion borders show artifacts. Default 0.99. |
| Exclusion Double Sided | Enable for double-sided objects to be properly excluded. |
| Default Exclusion Cut Off | Alpha cutoff for excluded semi-transparent objects. Range 0-1. |
| Use Fast Mask Shader | Uses an optimized mask shader for exclusions. Disable for objects with vertex-animated custom shaders. Default enabled. |
Snowfall
Falling snow particle system.
| Parameter | Description |
|---|---|
| Snowfall | Enables the snowfall particle system. Default enabled. |
| Snowfall Intensity | Density of falling snowflakes. Range 0.001-1, default 0.1. |
| Snowfall Speed | Falling speed of snowflakes. Default 1. |
| Snowfall Wind | Wind effect on falling snowflakes. Range 0-2. |
| Snowfall Distance | Maximum rendering distance for particles. Range 10-200, default 100. |
| Snowfall Use Illumination | Snowflakes are affected by scene lighting. |
| Snow Dust Intensity | Wind-driven dust particles near ground level. Range 0-1. Set to 0 to disable. |
| Snow Dust Vertical Offset | Height offset for the dust emitter. Range 0-2, default 0.5. |
Camera Frost
Screen-space frost overlay for cold environments.
| Parameter | Description |
|---|---|
| Camera Frost | Enables the frost overlay. Default enabled. |
| Frost Intensity | Overall intensity. Range 0.001-1.5, default 0.35. |
| Frost Spread | How far frost extends from screen edges. Range 1-5, default 1.2. |
| Frost Distortion | Refraction distortion through frost. Range 0-1, default 0.25. |
| Frost Tint Color | Tint color for the frost overlay. |
Footprints
Human-shaped footprint stamps on the snow surface.
| Parameter | Description |
|---|---|
| Footprints | Enables footprint stamps. |
| Footprints Texture | Custom footprint texture. Uses a default shape if not set. |
| Auto FPS | Generates footprints automatically based on character movement. |
| Duration | Seconds before footprints fade. Range 1-240, default 60. |
| Scale | Size multiplier. Range 0.04-1, default 1. |
| Obscurance | Darkening intensity of footprint stamps. Range 0.05-0.5, default 0.1. |
Terrain Marks
Collision-driven snow deformation trails.
| Parameter | Description |
|---|---|
| Terrain Marks | Enables terrain mark deformation. |
| Duration | Seconds before marks fade. Range 1-240, default 180. |
| Default Size | Default mark stamp size. Range 0-1, default 0.25. |
| Roof Min Distance | Minimum distance from overhead geometry to allow marks (prevents marks under roofs). Default 0.5. |
| Auto FPS | Generates marks automatically from character controller movement. |
| View Distance | Maximum visibility distance for marks. Range 0-1024, default 200. |
| Step Max Distance | Maximum distance between consecutive automatic marks. Default 20. |
| Rotation Threshold | Minimum rotation change to trigger a new mark. Default 3. |
| Texture Size | Resolution of the internal decal texture for terrain marks: 512, 1024, 2048, 4096 or 8192. Default 2048. Higher values allow finer detail but use more memory. |
Mask Editor
Paint snow coverage directly in the Scene View.
| Parameter | Description |
|---|---|
| Mask Editor Enabled | Activates the Scene View painting tools. |
| Texture Resolution | Resolution of the mask texture. Default 1024. |
| Brush Mode | Add or remove snow with the brush. |
| Brush Width | Brush size in pixels. Range 1-128, default 20. |
| Brush Fuzziness | Edge softness of the brush. Range 0-1, default 0.5. |
| Brush Opacity | Brush opacity per stroke. Range 0-1, default 0.25. |
Ground Check
Detection method for automatic footprint and terrain mark placement.
| Parameter | Description |
|---|---|
| Ground Check | None: disabled. Character Controller: uses the assigned controller. Ray Cast: casts a ray downward. |
| Character Controller | Reference to the character controller for automatic mark generation. |
| Ground Distance | Maximum distance to ground for placement checks. Default 1. |
Next Steps
- Snow Surface - URP-exclusive deformable snow mesh component.
- Additional Topics - moving objects, coverage masks, profile lerping.
- Scripting Support (C#) - runtime API reference.
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