World Snow: One Click Global Snow System
Brainyplanet Productions
$6.59
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Add snow to your entire scene in 1 click, without changing materials, with roof sheltering, object exclusion, falling snow, quality controls, and runtime weather support.World Snow is a customizable fullscreen snow system for Unity 6 URP.FeaturesAdd snow without changing existing materialsCustomize snow coverage, slope, quality, and rangeAutomatic shelter under roofs, bridges, and overhangsExclude characters, vehicles, and other objects from snowOptional falling snow particle systemRuntime weather controlLow, Medium, and High quality optionsPerformanceWorld Snow is designed for best performance across a wide range of hardware, from low-end mobile devices to high-end PCs. It includes scalable Low, Medium, and High quality tiers, along with performance-focused rendering and distance culling to help balance visual quality and performance for your target platform.Suitable ForWorld Snow can be used for open-world, survival, adventure, simulation, mobile, and other projects that need a flexible and performance-conscious snow effect.Key FeaturesUnity 6 + URP — Built specifically for Unity 6 Universal Render Pipeline with Render Graph.Fullscreen Snow Overlay — Adds snow to existing scene geometry without modifying materials.Material-Free Setup — Works with terrain, props, and imported models automatically.Customizable Snow — Control snow amount, noise, slope tolerance, color, quality, and coverage.Automatic Roof Sheltering — Zenithal Coverage keeps snow out from under roofs, bridges, and overhangs.Snow Exclusion — World Snow Ignore lets you exclude characters, vehicles, and other objects.Distance Culling — Limit snow rendering to a defined area for better performance.Observer System — Follow a player or camera to control where snow is rendered.Falling Snow — Includes an optional particle-system prefab for airborne snowflakes.Runtime API — Control snow amount and renderer activation from your own weather systems or gameplay code.Quality Tiers — Low, Medium, and High settings for different performance targets.Editor Tools — Includes tools for configuring and generating snow textures.No Per-Object Snow Shaders — Snow is applied as a fullscreen rendering effect rather than requiring snow materials on individual objects.Parts of this package were created with the aid of AI. This section lists the tool used,what it generated, and the work done on top of it.AI tool used: Claude (Anthropic), used through Claude Code.Content generated with the aid of AI:- C# source code in Snow System/Runtime and Snow System/Editor: WorldSnowRendererFeature.cs, WorldSnowRenderPass.cs, WorldSnowIgnore.cs, WorldSnowObserverCamera.cs, WorldSnowObserverRange.cs, WorldSnowTextureGenerator.cs. Initial drafts were produced by the AI from my written specification, then revised.- HLSL shader code in Snow System/Shaders: WorldSnow.shader, WorldSnowIgnoreMask.shader, WorldSnowZenithal.shader. Same process.- Written documentation: Guide/Documentation.md and the World Snow User Guide (PDF). Drafted with the AI and then edited.Content NOT generated with AI:- SnowTexture.png is generated procedurally by the package's own editor tool (Tools > World Snow > Generate Procedural Snow Texture) using tileable Perlin noise. This is algorithmic generation, not AI.- SnowNormalMap.png, Snow Sprite.png, the falling snow particle prefab and material, the demo scene, the terrain, and the demo environment models and textures.Modifications and work added beyond the AI output:- I designed the technique the package implements: a fullscreen URP overlay that reconstructs world position and surface normals from the camera depth and normals buffers, rather than requiring per-material snow shaders.- I specified and iterated on the feature set, including the zenithal shelter pass that keeps interiors and areas under roofs clear, the screen-space ignore mask that excludes tagged objects and their children, and the distance-culling modes driven by an observer transform or observer camera.- I integrated the code against the Unity 6 URP Render Graph API, compiled it, and fixed the errors and incorrect API usage present in the generated drafts.- I tested the system in the editor and in builds, and corrected rendering bugs found during that testing, including camera-type handling so overlay, preview and reflection cameras are skipped.- I defined the three quality tiers and their shader keyword sets, and set the texture import and platform compression settings, including the ASTC 6x6 mobile override.- I tuned every default value shipped with the package, including snow amount, noise scale and strength, slope tolerance, and the zenithal bias, slope and softness values.- I built the demo scene, authored and sourced the textures and art, assembled the falling snow particle prefab, and wrote the final documentation text.




