Parameters

intermediate concepts

Global Snow (URP) · Core Concepts

Scene Setup

These options configure how Global Snow integrates with your URP deferred rendering pipeline.

ParameterDescription
SunDirectional light used for relief and occlusion calculations. Auto-detected if not set.
Show Snow In Scene ViewRenders the snow effect in the Scene View for live editing without entering Play mode.
Add Snow To GrassWhen enabled, snow is applied to terrain grass objects.
ProfileOptional GlobalSnowProfile asset. Assign to load/save complete snow configurations.

Quality

Snow appearance and detail level.

ParameterDescription
Snow QualityFlat Shading: fastest, no normal mapping. Normal Mapping: moderate detail. Relief Mapping: highest quality with parallax depth.
Snow AmountOverall snow intensity. Range 0-2. Values above 1 increase coverage beyond default.
Snow TintTint color applied to the snow surface.
SmoothnessSnow surface glossiness. Range 0-1, default 0.9.
Snow Normals StrengthStrength of the normal map detail on the snow. Range 0-2.
Relief AmountIntensity of the relief/parallax effect. Range 0.05-0.3. Only visible with Relief Mapping quality.
Noise Tex ScaleTiling 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.

How snow coverage works: Global Snow applies snow by modifying the GBuffers during the deferred rendering pass. A top-down (zenithal) camera captures a depth map to determine which surfaces are exposed to sky - surfaces occluded by objects above them (roofs, bridges) will not receive snow. The Layer Mask controls which objects can receive snow. The Zenithal Mask controls which objects participate in the top-down occlusion pass. The Coverage Mask and GlobalSnowIgnoreCoverage component provide additional per-area and per-object control.

Exclusion Mechanisms Comparison

MechanismScopeUse Case
Layer MaskEntire layersExclude categories of objects from receiving snow (UI, VFX, characters).
Zenithal MaskEntire layersExclude layers from the top-down occlusion pass (particles, transparent VFX).
Coverage MaskWorld area (texture)Artistic control: paint snow on/off in specific zones, paths, or regions.
GlobalSnowIgnoreCoveragePer-objectFine-grained control: exclude or force-include individual objects regardless of their layer.
Default Exclusion LayerInternalUsed internally during exclusion rendering. Must be an unused layer (default 27). Do not assign objects to it.
ParameterDescription
Layer MaskControls 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 MaskControls 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 CoverageEnables the top-down depth coverage system. Disable only for flat scenes without overhangs.
Show Coverage GizmoDisplays the coverage area in the Scene View.
Coverage ResolutionZenithal depth texture resolution: 1 = 512px, 2 = 1024px, 3 = 2048px, 4 = 4096px. Higher values give sharper occlusion at a GPU cost.
Coverage ExtensionCoverage area size around the camera: 1 = 512m, 2 = 1024m, 3 = 2048m, 4 = 4096m.
Coverage Update MethodEvery Frame: recalculates each frame. Discrete: updates on camera movement. Manual: call UpdateSnowCoverage() from script. Disabled: no updates.
Coverage Depth DebugDisplays the zenithal depth buffer for debugging coverage issues.
Minimum AltitudeWorld-space Y value where snow starts. Default -10. No maximum - snow covers everything above this.
Altitude ScatterRandomness in the altitude boundary. Range 0-250, default 20.
Altitude BlendingSmoothing of the altitude transition. Range 0-500, default 25.
Vegetation OffsetAdditional 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 CoverageAmount 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 RandomizationRandomization of ground coverage distribution. Range 0-2, default 0.5.
Grass CoverageSnow coverage on terrain grass. Range 0-1, default 0.75.
Billboard CoverageSnow coverage on tree billboard LODs. Range 0-2, default 1.4.

Slope

Controls how snow is removed from steep surfaces.

ParameterDescription
Slope ThresholdSlope angle above which snow is removed. Higher values allow snow on steeper surfaces. Range 0-1, default 0.7.
Slope SharpnessSharpness of the slope-based removal transition. Range 0-1, default 0.5.
Slope NoiseNoise applied to slope-based snow edges. Range 0-1, default 0.5.

Appearance

Visual properties of the snow surface.

ParameterDescription
Glitter StrengthSparkle/glitter effect intensity. Default 0.75.
OcclusionEnables ambient occlusion on the snow surface. Default enabled.
Occlusion IntensityStrength of snow ambient occlusion. Range 0.01-5, default 1.5.
Max ExposureMaximum brightness of the snow. Range 0-2, default 0.85.
Subsurface ScatteringLight bleeding through snow edges. Range 0-1, default 0.25. Creates a translucent ice-like appearance.
Subsurface Scattering ColorTint color for the subsurface scattering effect. Default is a pale blue.
Preserve GIRetains existing global illumination on snow-covered surfaces instead of replacing it with flat snow lighting.
Minimum GI AmbientMinimum 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.

ParameterDescription
Coverage MaskEnables the coverage mask system.
Coverage Mask TextureAlpha texture controlling snow placement. White = snow, black = no snow.
World SizeSize of the mask area in world units.
World CenterCenter position of the mask in world coordinates.
Fill OutsideWhen enabled, areas outside the mask bounds receive full snow. Default enabled.

Exclusion

Fine-grained control over which objects are excluded from snow.

ParameterDescription
Default Exclusion LayerLayer number used internally for excluded objects during rendering. Choose an unused layer. Default 27.
Exclusion BiasDepth bias for the exclusion mask. Increase if exclusion borders show artifacts. Default 0.99.
Exclusion Double SidedEnable for double-sided objects to be properly excluded.
Default Exclusion Cut OffAlpha cutoff for excluded semi-transparent objects. Range 0-1.
Use Fast Mask ShaderUses an optimized mask shader for exclusions. Disable for objects with vertex-animated custom shaders. Default enabled.

Snowfall

Falling snow particle system.

ParameterDescription
SnowfallEnables the snowfall particle system. Default enabled.
Snowfall IntensityDensity of falling snowflakes. Range 0.001-1, default 0.1.
Snowfall SpeedFalling speed of snowflakes. Default 1.
Snowfall WindWind effect on falling snowflakes. Range 0-2.
Snowfall DistanceMaximum rendering distance for particles. Range 10-200, default 100.
Snowfall Use IlluminationSnowflakes are affected by scene lighting.
Snow Dust IntensityWind-driven dust particles near ground level. Range 0-1. Set to 0 to disable.
Snow Dust Vertical OffsetHeight offset for the dust emitter. Range 0-2, default 0.5.

Camera Frost

Screen-space frost overlay for cold environments.

ParameterDescription
Camera FrostEnables the frost overlay. Default enabled.
Frost IntensityOverall intensity. Range 0.001-1.5, default 0.35.
Frost SpreadHow far frost extends from screen edges. Range 1-5, default 1.2.
Frost DistortionRefraction distortion through frost. Range 0-1, default 0.25.
Frost Tint ColorTint color for the frost overlay.

Footprints

Human-shaped footprint stamps on the snow surface.

ParameterDescription
FootprintsEnables footprint stamps.
Footprints TextureCustom footprint texture. Uses a default shape if not set.
Auto FPSGenerates footprints automatically based on character movement.
DurationSeconds before footprints fade. Range 1-240, default 60.
ScaleSize multiplier. Range 0.04-1, default 1.
ObscuranceDarkening intensity of footprint stamps. Range 0.05-0.5, default 0.1.

Terrain Marks

Collision-driven snow deformation trails.

ParameterDescription
Terrain MarksEnables terrain mark deformation.
DurationSeconds before marks fade. Range 1-240, default 180.
Default SizeDefault mark stamp size. Range 0-1, default 0.25.
Roof Min DistanceMinimum distance from overhead geometry to allow marks (prevents marks under roofs). Default 0.5.
Auto FPSGenerates marks automatically from character controller movement.
View DistanceMaximum visibility distance for marks. Range 0-1024, default 200.
Step Max DistanceMaximum distance between consecutive automatic marks. Default 20.
Rotation ThresholdMinimum rotation change to trigger a new mark. Default 3.
Texture SizeResolution 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.

ParameterDescription
Mask Editor EnabledActivates the Scene View painting tools.
Texture ResolutionResolution of the mask texture. Default 1024.
Brush ModeAdd or remove snow with the brush.
Brush WidthBrush size in pixels. Range 1-128, default 20.
Brush FuzzinessEdge softness of the brush. Range 0-1, default 0.5.
Brush OpacityBrush opacity per stroke. Range 0-1, default 0.25.

Ground Check

Detection method for automatic footprint and terrain mark placement.

ParameterDescription
Ground CheckNone: disabled. Character Controller: uses the assigned controller. Ray Cast: casts a ray downward.
Character ControllerReference to the character controller for automatic mark generation.
Ground DistanceMaximum distance to ground for placement checks. Default 1.

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