Applying a Global Weather Shading Material - Black-Horizon-Studios/UniStorm-Weather-System GitHub Wiki

Applying a Global Weather Shading Material

UniStorm's PBR Global Weather Shader allows objects to receive rain and snow shading during rainy and snowy weather types. Rain shading allows surfaces to get shinier, but only on surfaces no greater than 90 degrees. The inside of most surfaces will appear dry, such as inside buildings and roofs. Snow, will function the same, but with accumulative snow shading. The snow texture, snow bump texture, and snow specular level can all be customized. When the weather is not raining or snowing, UniStorm will fade out the weather shading.

Note: All objects that you want to be affected by UniStorm's weather shading will need to use the included UniStorm>Global Weather Shader>.

Step 1

To change your material to a UniStorm Global Weather Shader, go to the material you would like to update. Select the material menu drop down and go to UniStorm>Global Weather Shader> and pick the shader that suits your needs.

https://i.imgur.com/j2e70Fa.png

Step 2

This will change your material to UniStorm Global Weather Shader. You will need to reapply some of the base textures as the names have switched, such as Occlusion and Bump Map. After you have reapplied your base textures, you will need to apply a snow texture and a snow bump texture. UniStorm has a snow texture and snow bump map that can be used, however, a custom ones can also be used instead.

https://i.imgur.com/tWd1hOR.png

Step 3

If you would like to add a detailed bump map, you can do so using the Detail Bump texture slot. This will provide additional bump detail to your material. The Detailed Intensity slider allows you to control how intense the Detail Bump is.

https://i.imgur.com/7hAlzAF.png

Step 4

The default settings should be fine for your Global Weather Shader material, however, they can be adjusted as needed. If you would like your material to not receive global snow shading, you can set the snow direction’s Y axis to 0.