shader_type spatial; render_mode blend_mix, depth_draw_never; global uniform float global_snow_start_time = -1.0; global uniform float global_snow_accumulation_speed = 0.1; global uniform float global_snow_melt_time = -1.0; global uniform float global_snow_melt_speed = 0.1; global uniform float global_snow_threshold = 0.5; global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0); void fragment() { float snow_amount = 0.0; if (global_snow_start_time >= 0.0) { snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0); } if (global_snow_melt_time >= 0.0) { float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0); snow_amount = snow_amount * (1.0 - melt); } vec3 world_normal = (INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz; float facing_up = clamp(world_normal.y, 0.0, 1.0); float snow_factor = smoothstep(global_snow_threshold, 1.0, facing_up) * snow_amount; ALBEDO = global_snow_color.rgb; ROUGHNESS = 0.15; METALLIC = 0.0; ALPHA = snow_factor; }