Meshes
Prefabs show many shaders specular and metalic variants like:
UV free, UV free snow - they are world mapped so scale do not change texture resolution. They blend perfectly with terrain
Standard Snow/Moss/Grass shaders cover models by snow from the top. Cover reacts on rotation and normalmap dynamically.
Terrain
Terrain shaders use only 4 splats + snow texture. Snow uses normalmap and terrain slope to cover your terran. CTS - Complete terrain shader is full version with many variants and optimisation of this shaders.
Ice
Shader features: ice depth, water depth, translucency, noise which kills tilling, PBR, objects and terrain blending. There are few ice shader wariants so they will fit many situations. There is uvfree version, vertex painted by snow version which could be used for lakes or ice caves.
All shaders use the same channels as unity standard shaders and support instantiating:
Metalic Shader: Albedo (RGB) // Metalic (R) Ambient Occlusion (G) Smothness (A) // Normal (RGB)
Specular Shader: Albedo (RGB) // Normal (RGB) // Specular (RGB) Smothness (A) // Ambient Occlusion (G)
We use and advise to use such configuration in your projct to save a lot of memory and gpu sources. Instead of spearated 5-6 textures you can use 3 combined textures ,with the same result in unity standard shader as well as in our system.
Textures are 2048x2048 up to 4096x4096 resolution but they look very good also at lower resolution. With packed and atlased structure they are very light for gpu and memory.
Many screens were made with Unity post process stack. Their profiles are incluided in asset pack.
IMPORTANT:
Pack contain ported wind from Unity 2018 HD SRP into lower unity versions and LW SRP this means that asset uses: NMWind.cginc ,NMWindNoShiver.cginc ,NMWind.hlsl, NMWindNoShiver.hlsl, NM_Wind.cs, ShaderWindSettings.cs, 3DNoise.psd, GustNoise.psd under Unity Companion License see Third-Party Notices.txt file in package for details.