SNOWY TERRAIN

Thank you for purchasing snow asset! If you have any questions do write to maidnmate@gmail.com

GENERAL INFO {#general-info}

This asset consists of shaders, materials and c# classes for interaction with snow. After purchasing this asset you are free to make any change to any part of the asset to your liking.

Demo scene contains terrain with snow material applied and a character that has all necessary components to interact with snow. Just hit play and walk around;

TABLE OF CONTENTS

GENERAL INFO 2

Terrain 3

Layer Specific Settings 5

Global Material Settings 6

Tessellation options 8

Mesh with splatmaps 12

MeshSnow 15

Scripting API 17

SnowInteractionController 18

CharacterSnowInteractor 19

CharacterFootprint 21

Adding Custom Components 22

Roadmap 24

Terrain {#terrain}

To use Snow material on terrain:

  1. Create or Select existing terrain on Scene
  2. Go to Terrain Settings
  3. Apply ‘Terrain Snow’ material to your terrain
Warnings may appear. Just ignore them
  1. Select ‘Paint terrain’ tab
  2. Select or create/add any layer

    Setting up layer

Once you select a layer to work with you will see a slightly different setting from what you used to. We’ll go through them next;

Layer Specific Settings {#layer-specific-settings}


As the name suggests, these settings are applied to each specific layer meaning each of those settings can be set separately so your terrain doesn’t all have to be snowy or some layers might have different snow height than the others.

Albedo, Normal and Mask Map are the base textures of your layer. If snowness is set to zero you will see Albedo texture with it’s normal map applied.

Tile size and offset are used to change scale and offset of a texture;

Tile size and offset are also applied to snow texture
**Ground normal scale** controls ‘bumpiness’ of a texture. It’s range is set to *\-10 – 10* just in case ;)  

**Snowiness** controls the amount of snow set on a selected layer. You can set it to value between 0 and 1 to give an effect of slightly snow-covered land.  

Snow normal scale controls ‘bumpiness’ of a Snow texture. With a value of 10 (based on your snow texture) it can give an effect of ‘icy’ terrain;
Snow emission controls the power of color that the snow is emitting. Values [1 – 2] give a normal snow-emitting effect, but you are free to change it to your liking.
Snow height changes the height of a snow. It uses a simple vertex displacement technique. You can gradually change its value via code in runtime as will be discussed in the API section.
Smoothness refers to the smoothness of a surface and is applied both to snow and albedo texture

Global Material Settings {#global-material-settings}

This settings are applied to each layer on your terrain so you can change it from any layer

![][image8]

Snow texture, Snow normal and Footprint are the textures you will use to set up snow. Footprint here is a texture that will be used to leave a footprint on a snow where your character walks. You can leave it empty and still have a nice footprint (we’ll discuss it later)

**Footstep width and height** determine the size of the footprint your character leaves on snow.  
**Noise scale and Noise strength** adds noise to the footprint to make it look more ‘blended’ into terrain.
Noise strength and scale are zero Noise scale \= 1, Noise strength \= 0.6

Tessellation options {#tessellation-options}

Tessellation is the art of cutting things into smaller parts.

Tessellation is one of the most important parts of this asset as it allows us to increase the amount of vertices on the mesh to make displacement nice and smooth, but it’s also expensive. That’s why you are presented with several options to control it.

Player radius is the radius around your character (or any object/npc) in which tessellation will take place. The higher the radius value the more space will be subdivided into smaller triangles.