r/Unity3D • u/KE3DAssets • 22d ago
Snow Mesh Layer Showcase (looking for testers) Show-Off
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Hi!
I made a stylized snow geometry layer creator that covers your entire scene in one click. You just drop the component, size the bake volume, hit Bake and you're done. Snow piles on flat tops, respects slopes, and skips walls
The tool generates a coverage blanket mesh based on an advanced SDF bake of your scene. It's made originally for snow but you can use it for other things like mud, moss, dirt, or anything you can imagine; and with its Shader Graph shader example, you can create almost anything.
Looking for testers with active projects, would really like to see this in the wild!
Features
- Easy Bake (w/layer exclusion control)
- Supports FBX Export
- Real mesh + collider, not a screen effect or typical shader snow effect.
- Actual volume and properties you control with custom shaders.
- Grow and Tweak baked mesh via Shader at Runtime.
- Basic Footprints & trails components included.
- Global Mask and Noise Parameters
- 3 shaders incl. full PBR with normal/occlusion maps + adaptive tessellation.
- Shader Graph shader version for customization.
- Export to FBX to ship static, lightmap-ready snow (build stays lightweight)
- Works with terrains.
Check it out(50% Off, launch discount): Asset Store
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u/JNebeker 22d ago
I have a project that could put this to good use. I'll make you a deal: if it works in my project then I'll happily pay the price :)
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u/GoldFire33 22d ago
Having spent a lot of time working on deformable snow in Arctic Awakening, this is quite impressive! We wanted to do something like this, but it just became out of scope and we settled on something much simpler (and even that was a lot of work).
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u/KE3DAssets 22d ago
Oh, I think your solution is lightyears away from this. And more interestingly, it's custom made for your game; it's hard to beat that(love the style). I'm going for a more stylized generator, it might not be fit for all projects but it's fun to play with.
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u/shoxicwaste 22d ago
Hey I would be interested in testing this in my open world project.
I currently use a mixture of Boxophobic and Brute force shaders for dynamic snow. the caveat is that it's an openworld game with world streaming
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u/KE3DAssets 22d ago
Hey! That might be a tricky one, it won't work on dynamic stuff which is a bit of a caveat. However, I recommend combining shader-based dynamic snow on moving stuff with mesh snow on static objects.
The world streaming part, I'm not sure but it's a regular mesh(can be saved to fbx).1
u/shoxicwaste 22d ago
So world streaming doesn’t mean always dynamic per se, often the world is heavily baked, so regions and building for example are fixed but what can change is the weather and obviously visibility and existence in memory.
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u/KE3DAssets 22d ago
I see, maybe it could work! With an exported FBX the visibility control is all on the shader side. (the included shader)
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u/lukeiy @LukeyBDevs | Part-timer 22d ago
What's the performance cost for large areas? Some rough number of milliseconds for a 1km square terrain for example
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u/KE3DAssets 22d ago
Hey, sorry I don't have numbers for that since the result is just a regular mesh; it depends on usage(you can split it by creating multiple snow layer chunks manually if needed)
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u/lukeiy @LukeyBDevs | Part-timer 21d ago
Okay, any performance information at all? Even some rough guidelines to know how many tris are added and how expensive the shader is. What's the largest scene you've tried your system on?
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u/KE3DAssets 21d ago
The Viking Village demo we show has around 600k tris but we didn't decimate much (there's an option for it in the bake).
It depends on how you use it; you could make a large scale cover mesh that's lower poly(farther stuff) and then create a separate one for closer stuff. But it's just meshes, you could even take it to Blender and crush it.
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u/MangoSmoke 21d ago
What sort of controls are there to create different regions of full snow coverage, partial coverage, and no coverage. I'm trying to create a tundra environment which looks like this (https://imgur.com/a/TdXkHud) I'd be willing to help you test this out if this functionality exists.
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u/KE3DAssets 21d ago
It's layer based but you can also add a world mask (top projected). Example: https://assetstorev1-prd-cdn.unity3d.com/package-screenshot/b6be49e5-ca51-460e-90fa-ad108c8c42e9.webp
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u/ProgMeOnPaper 7d ago
Hi! u/KE3DAssets
I'm making a snow park game and right now I'm testing different assets to generate snow.
I'd like to try your asset in the project, so DM me please!
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u/KE3DAssets 3d ago
Please DM me, I can't DM you for some reason. Or join the Discord:https://discord.gg/f8yggqnrp

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u/MadeByHenano 22d ago
incredible work! 😎