Snow cover on upward-facing surfaces
In your harnessGodot shaderMIT
Cover the upward-facing parts of any mesh with snow: world-space normal direction decides coverage, noise breaks the border, a small vertex lift thickens it, and glints sparkle at the viewing angle.

What it takes and gives
- Shader type
- spatial
- Parameters
- base_color (vec4 = 0.36, 0.3, 0.26, 1), base_roughness (float = 0.85), base_pattern_scale (float = 12), snow_color (vec4 = 0.95, 0.97, 1, 1), snow_amount (float = 0.55), snow_sharpness (float = 0.06), noise_scale (float = 5), noise_strength (float = 0.35) and 2 more
- Result
- Rock-coloured objects with white snow caps on their tops and upward slopes, with small glints.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/snow_cover_normals/
Limits. Coverage ignores occlusion: surfaces under overhangs still get snow if they face up. The vertex lift needs smooth normals and enough vertices; on hard-edged meshes it opens seams. Sparkle direction is fixed, not tied to the scene light.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 58.6 KB
- Licence
- MIT
- Declared effects
- reads files, runs commands
- Checked with
- Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
- Checks
- contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
- Techniques
- World-space normal coverage mask, 3D value noise border perturbation, Hashed glints
- Tags
- godot shader, spatial, snow, world normal, coverage, winter, sparkle
- Identity
library.supply.creative_originals.e883f1b319073c32ff4aa186.ad4db6c787870361- Version
ad4db6c787870361261c43970c85e492860693b9c708ce845c7d63bb721bc248
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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