Parameters

intermediate concepts

Global Snow · Core Concepts

Scene Setup

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

Forward Rendering Path (Built-in RP only)

ParameterDescription
SunDirectional light used for relief and occlusion calculations. Auto-detected if not set.
Update SpeedTreeEnable to support SpeedTree and SpeedTree billboard objects.
Remove LeavesPrunes tree leaves using a SpeedTree variant shader. For best results, use custom winter tree models instead.
Billboard CoverageAmount of snow rendered on tree billboards and grass objects.
Opaque CutoutDiscards transparent pixels (RGBA = 0,0,0,0) on opaque objects to prevent snow from covering holes in textures.
Fix MaterialsForces all non-transparent materials to expose an Opaque RenderType tag. Enable if some objects get clipped by the snow effect.
Force VR SPSREnables Single Pass Stereo Rendering compatibility for OpenVR. Do not enable for Oculus SDK.

Deferred Rendering Path

ParameterDescription
SunDirectional light used for relief and occlusion calculations. Auto-detected if not set.
Forward RenderingOverride deferred mode and force forward rendering instead.
Deferred Camera EventWhen the snow passes execute. Default: BeforeReflections. Change to BeforeLighting if deferred reflections are disabled in Graphics Settings.
FP Normals BufferUse 16-bit floating-point normal buffer instead of 8-bit. Enable if you see snow artifacts at distance.
Allow Batched MeshesWhen excluding objects from snow, force exclusion of the entire static batch if the excluded object is part of one. Enable if collider-based exclusion produces artifacts.

Quality

Quick presets and distance optimization settings.

ParameterDescription
Quality PresetBest Quality: high-res coverage, relief, occlusion, glitter. Medium: smaller coverage texture, 500 m distance optimization. Fastest: flat shading, 100 m distance optimization.
Distance OptimizationUses a simpler, faster algorithm for snow beyond a specified distance from the camera. The far-distance snow is not affected by ambient light, GI, or shadows.
Distance TintColor applied to the distance-optimized snow layer.

Coverage

Controls where snow appears in the scene.

ParameterDescription
Layer MaskWhich layers receive snow coverage. Transparent objects are excluded by default.
Zenithal MaskWhich layers participate in the zenithal occlusion pass. Exclude particle systems here for better performance.
Ref Exclusion LayerLayer number used internally during snow rendering for excluded objects. Choose an unused layer.
Exclusion Double SidedEnable when excluding double-sided objects from snow.
Default Exclusion Cut OffAlpha cutoff threshold for excluded semi-transparent objects.
Use Fast Mask ShaderUses a fast mask shader for exclusions. Disable for objects with vertex-animated custom shaders.
Minimum AltitudeWorld-space Y value where snow starts. No maximum altitude — snow covers everything above this threshold.
Altitude ScatterRandomness in the altitude boundary for a more natural appearance.
Vegetation OffsetAdditional altitude offset for trees and grass, so vegetation requires higher altitude before showing snow.
Coverage ExtensionArea size around the camera: 1 = 256x256 m, 2 = 512x512 m.
Coverage QualityInternal texture resolution: 1 = 512x512, 2 = 1024x1024, 3 = 2048x2048.
Smooth CoverageSmooths the coverage result for more pleasant transitions.
Coverage MaskOptional alpha texture controlling snow distribution. White (alpha 1) = snow, black (alpha 0) = no snow. Mapped to world space at the specified center and size.

Appearance

Controls the visual look of the snow surface.

ParameterDescription
Snow ComplexityFlat: fastest, smooth surface. Relief: raymarched 3D waves on the snow surface.
OcclusionAdds local shadows to the snow surface. Only available with Relief complexity. Helps when the sun is high overhead.
Glitter StrengthSparkling effect intensity on the snow. Strongest when facing the sun.
Slope OptionsCustomize snow borders on cliffs and mountains. Requires DX11 or OpenGL Core.
Max ExposureLimits reflected light to prevent overexposure when the sun is very bright.

Features

Optional snow features that can be enabled individually.

Footprints

ParameterDescription
FootprintsEnables human-shaped footprint decals on the snow surface.
FPS FootprintsAutomatically generates footprints as the first-person character moves.
DurationTime in seconds before footprints fade out.
Custom footprints: Replace the footprint texture in Resources/Textures with your own. Alternatively, use the Terrain Marks feature with FPS Marks enabled for a different mark style.

Terrain Marks

ParameterDescription
Terrain MarksEnables collision-driven snow deformation trails.
Default SizeRadius of each terrain mark in meters.
ExtentsSize of the internal control texture. Increase for a larger area of non-repeating marks.
View DistanceMaximum rendering distance for terrain marks.
FPS MarksAutomatically leaves terrain-mark footprints as the FPS character moves.

Snowfall & Snow Dust

ParameterDescription
SnowfallInstantiates the SnowParticleSystem prefab from Resources/Common/Prefabs.
IntensityEmission rate of snowflakes.
Use IlluminationSwitches the particle material to a Standard Shader so snowflakes are affected by Global Illumination.
Snow DustWind-driven particle system simulating blowing snow near ground level. Intensity is modulated by altitude relative to the camera.

Camera Frost

ParameterDescription
Camera FrostAdds a screen-space frosting overlay.
IntensityStrength of the frost effect.
SpreadHow much of the screen edges are covered by frost.

Snow Marks on Terrain

Global Snow automatically detects collisions with Unity Terrain by attaching a GlobalSnowCollisionDetector script. For custom terrain or runtime-created surfaces, add the script manually:

gameObject.AddComponent<GlobalSnowCollisionDetector>();

GlobalSnowColliderExtraInfo

Attach this component to any GameObject to customize how it interacts with the snow mark system. Its settings override the global defaults.

ParameterDescription
Mark SizePer-object mark size for each collision impact.
Collision Distance ThresholdMinimum distance from the last impact before a new mark is stamped.
Is FootprintIf enabled, only a single "stamp" is left per impact (feet). If disabled, a continuous trail is drawn (wheels, rolling objects).
Step Max DistanceMaximum distance to connect consecutive trail marks. Prevents trails from spanning teleports or jumps.
Rotation ThresholdMinimum rotation in degrees before a new mark is stamped. Useful for wheels.
Ignore This ColliderPrevents this collider from generating any snow marks.

Next Steps

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