Snow Weather System in Unity - Part 2: Global shader

The blockout shader effect is finish, the surface logic for the snow effect will need polishing and the textures will need replacing but a base effect is in, there is a scene using placeholder assets which can go between regular and snowed in states using a global parameter inside a script.

Currently the script is an editor script and works as a slider but to work alongside VFX I think it will need to be a separate script which controls multiple features by using a time lerp. The vision is a parameter corresponding to frost level which will activate different logic at different time points between 0 and 1 which will correspond to no snow and fully snowed in.

It should look something like this:

0 = no snow, no VFX, no lerping in materials, no full screen effect
0.01 = snow starts falling slowly, increasing in amount and velocity between 0.01 and 1  
0.20 = material lerp begins, intensifying all the way to 0.80
0.60 = the lake starts freezing over all the way until 0.90
0.85 = the full screen frost effect begins and comes to full effect at 1




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