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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.

Render of Snow cover on upward-facing surfaces
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

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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