Frostfall – Deformable Snow for HDRP
- Swept shapes: sphere, capsule, ellipse, box and a boot-print foot shape, so fast ... - 5 snow presets: Fresh Powder, Packed Trail, Wet Slush, Light Dusting, Deep Drift. ... ** Workflow**
by Jamzey St.
Price History +
Requirements
- Unity 6.0 LTS (6000.0) or newer
- High Definition Render Pipeline 17.0+ (Shader Graph included with HDRP)
- DX11 / DX12 / Vulkan / Metal (compute shaders + tessellation)
- Windows, macOS, Linux standalone. Not for mobile, WebGL, URP or Built-in.
Contents
- Shaders: 4 Shader Graphs (Snow Surface, Snow Cover, Snow Overlay, Snow Particle),
1 compute shader, 1 custom-pass shader, shared HLSL
- C#: 9 runtime components (assembly-defined, namespace JamzeySt.Frostfall),
editor tools, setup wizard, custom inspectors
- Textures: 11 original PBR textures (snow, frozen ground, rock: 2048x2048; particles: 256x256)
- Meshes: 3 demo rocks (~20k tris each), generated snow planes
- Materials: 4 core + demo materials
- Prefabs: Snowfall, Snow Puff
- Presets: 5 snow surface presets
- Demo scenes: Showcase (playable), Minimal
- Documentation: PDF
Performance (default settings)
- Deformation: 1 compute dispatch/frame over the stamped area; ~96 MB at 2048² (24 MB at 1024²)
- Global overlay: +1 SRP-batched draw per visible receiver
- Sky occlusion: 1 top-down depth pass per camera every 1.5 s / 12 m
Tested on: Unity 6000.0.31f1 LTS (HDRP 17.0.3) and Unity 6000.5.4f1 (HDRP 17.5.0) · Windows 11, DirectX12
**Frostfall brings open-world snow to the High Definition Render Pipeline.** Characters leave boot prints, horses and vehicles carve trenches with pushed-up berms, rolling objects plough paths, and trampled snow turns to slush that reveals the frozen ground beneath. Every rock, roof, fence and crate in your level collects snow automatically, with no material changes, while the ground under roofs and trees stays bare.
**🏔 Deformable Snow Ground**
- Tessellated, subsurface-scattered snow surface with real displacement and shadows.
- GPU deformation: a camera-following heightfield (default 64 m, ~3 cm detail), simulated by compute shaders.
- Swept shapes: sphere, capsule, ellipse, box and a boot-print foot shape, so fast movement never leaves gaps.
- Berms pushed up around every track, compacted icy floors, trample-to-slush ground reveal.
- Adaptive tessellation: dense only around tracks, cheap on untouched snow.
- Wind-sculpted drifts, anti-tiling, micro-facet sparkles that react to every light.
- One-click snow layer for Unity Terrain.
**❄ Global Snow Overlay (works with ANY shader)**
- One HDRP Custom Pass adds lit snow to every opaque object in the scene: HDRP/Lit, Shader Graph, third-party shaders.
- No material changes, which makes it practical for large levels.
- Follows each object's normal maps, using HDRP's normal buffer.
- **Sky occlusion:** a top-down capture keeps roofs, bridges and tree canopies sheltered, with smooth edges.
- Automatically skips skin and SSS surfaces and never double-snows the snow ground.
**🌨 Weather & Presets**
- Dynamic weather: snowfall accumulation, thaw, wetness, fresh snow refilling tracks.
- Lit snowfall and footstep-puff particle prefabs.
- 5 snow presets: Fresh Powder, Packed Trail, Wet Slush, Light Dusting, Deep Drift. Swap them at runtime.
**🧍 Characters & Vehicles**
- One click adds footprints to any humanoid (heel-to-toe fitted from the rig) plus body contact for crouch, prone and ragdolls.
- WheelCollider support for vehicle ruts; shapes for hooves, debris and bodies.
- Contact events, particles and audio hooks for footstep crunches.
**🛠 Workflow**
- A Setup Wizard checks your project and fixes it in one click.
- Snow Cover material for hero assets: converts HDRP/Lit materials in place and keeps their textures.
- Live track preview in the inspector; red/green debug gizmos.
- Clean C# API, assembly definitions, full namespace, PDF documentation.
- Playable showcase demo (WASD walker, weather panel) plus a minimal demo.
- All textures, meshes and shaders are original. No third-party content.