Pixel-art snow drifts and glossy ice patches
In your harnessProcedural textureMIT
Generate a tileable pixel-art snow and ice tile at a chosen art resolution: lumpy drift mounds with lit caps and blue shadows, sparkles, glossy ice patches with diagonal highlight streaks, rims and cracks, and dirt for trodden snow, with per-pixel normal, height, roughness and occlusion maps. Use for 2D winter levels.

What it takes and gives
- Entry point
- generate
- Maps
- albedo, normal, roughness, height, ao
- Parameters
- art_pixels, mounds, ice, streak_spacing, cracks, sparkles, dirt, relief and 3 more
- Presets
- default, frozen_pond, packed_snow, glacier
- Tileable
- yes
- Command line
- python pixel_snow_ice.py --size 1024 --seed 7 --preset NAME --out DIR [--width W --height H] [--set NAME=VALUE] [--directx-normal] [--orm]
- Godot material
- material.tres
- Blender builder
- blender_material.build_material(folder)
Limits. Stylized pixel art with the light from the top left baked into the mound shading and the ice rims; drifts are Voronoi mounds and ice patches thresholded noise, not a snow or freezing model. Streaks are fixed diagonal highlights, not reflections of the scene. Roughness and height are values per drawn class, and the normal map treats each art pixel as a flat facet. Output sizes that are not a whole multiple of art_pixels give art pixels of unequal widths. Occlusion is a blurred-height estimate posterized to eighths.
Details
- Kind
- Procedural texture
- Engine
- Python 3.10 or later
- Files
- 12 files, 179.8 KB
- Licence
- MIT
- Declared effects
- runs commands, writes files
- Checked with
- Godot 4.7.2, gl_compatibility
- Checks
- command line generates declared maps, maps decode, maps have declared size and channels, maps tile without a seam, normal vectors unit length facing out, maps carry detail, godot imports the maps, godot material template loads every map, godot compatibility render, capture shows the textured surface, blender builds the material
- Techniques
- Worley cells as drift mounds shaded by the offset from their seed, Ordered dithering with a 4 x 4 Bayer matrix, Thresholded fractal noise for ice patches, Periodic diagonal streaks broken by hashed segments, Random-walk cracks, Poisson-disc sampling for sparkles, Per-art-pixel normals by central differences
- Tags
- texture, pixel art, tileable, snow, ice, winter, 2d, game tile
- Identity
library.supply.creative_originals.ca126602b35fb235197598f5.fa9307d1898c1ac9- Version
fa9307d1898c1ac94e187da4c96bd6e4c10bd043b5df628e09e0e426eb507530
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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