Global Snow provides multiple overlapping systems to control exactly where snow appears in your scene. This page focuses on the Coverage section of the inspector and the per-object exclusion scripts.
| Parameter | Description |
|---|---|
| Layer Mask | Include or exclude entire layers from snow coverage. |
| Minimum Altitude | World-space Y height where snow begins to accumulate. |
| Use Zenithal Coverage | Automatically computes which surfaces are exposed to snowfall from above. |
When Use Zenithal Coverage is enabled, these additional settings become available:
| Parameter | Description |
|---|---|
| Zenithal Mask | Layer mask for objects that participate in the top-down occlusion pass. |
| Snow Coverage Depth | Depth of the snow coverage computation. |
| Ground Coverage | Extent of snow on horizontal ground surfaces. |
| Coverage Extension | Extends coverage beyond computed boundaries for a wider area. |
| Snow Coverage Boundary | Visualizes the coverage rectangle in the Scene View. |
| Coverage Quality | Resolution of the coverage render texture (higher = sharper edges, more GPU cost). |
Use an alpha texture to paint snow on or off across the world:
| Parameter | Description |
|---|---|
| Coverage Mask Texture | Alpha channel: 1 = snow, 0 = no snow. |
| World Size | Size in meters the texture spans. A 2048x2048 texture at World Size 2048 = 1 m per pixel. |
| World Center | Center of the mask area in world coordinates. |
Attach the GlobalSnowIgnoreCoverage script to any GameObject for fine-grained control:
| Option | Description |
|---|---|
| Block Snow | Object prevents snow beneath it (shelters, roofs, awnings). |
| Receive Snow | Object and its children receive snow coverage. |
| Use Fast Mask Shader | Optimized exclusion shader. Disable for vertex-animated custom shaders. |
| Exclusion Cut Off | Alpha cutoff threshold for semi-transparent objects. |
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