Materials & Shaders
The hard surface shader and its moss, the lava emission shader and the procedural sky.
Shaders used
- Most cliff themes: Shader Graphs/BlockyCliffs_ArkerionHardSurface
- Lava theme: Shader Graphs/BlockyCliffs_ArkerionHardSurfaceEmission
- Ground materials: Shader Graphs/BlockyCliffs_ArkerionSimpleLit
The pack also has preview materials for testing different surface looks.
ArkerionHardSurface
A stylized lit Shader Graph for rocks, cliffs and other environment assets. Its moss is projected in world space onto upward-facing and sloped surfaces, so you get natural moss without extra meshes or scripts.
- Top-projected moss in world space, masked by slope
- Moss from a colour or a texture, with soft edges
- Detail normal support
- Separate smoothness for the rock and the moss
- Optional global moss override
Moss controls
- MossEnabled – turns moss on or off
- TopStrength – the overall strength of the top projection
- TopSharpness – how sharp the top mask is
- SlopeMin / SlopeMax – the slope range where moss appears
- EdgeSoftness – softens the moss borders
- MossColor – the moss tint
- MossTex – an optional moss texture
- MossUseTexture – switches between colour moss and texture moss
- MossTexScale – moss texture tiling
- MossBlend – how strongly the moss blends over the rock
Normal and surface controls
- BaseNormalStrength – strength of the base normal
- DetailNormal – an optional detail normal map
- DetailTiling / DetailOffset / DetailStrength – tiling, offset and strength of the detail normal
- BaseSmoothness / MossSmoothness – smoothness of the rock and of the moss
Global moss override
Global moss parameters change many materials at once: turn moss on or off everywhere, override its colour or texture, or quickly test a seasonal or biome variation across a large environment.
Lava emission
The Lava biome uses BlockyCliffs_ArkerionHardSurfaceEmission for the glowing lava parts. It looks best with your scene lighting and bloom, if your project uses post-processing.
Procedural sky
The pack includes a stylized procedural sky for Built-in, URP and HDRP. It uses a curved mesh instead of Unity’s standard skybox and has a sky gradient, a sun disc and glow, stars and animated clouds – no baked skybox texture.
- Assign the sky material to the provided sky mesh.
- Use a Directional Light in the scene.
- Keep the sun sync script active if the sky’s sun should follow the light: rotating the light then moves the sun.
- Adjust sky, sun, stars and clouds in the material.
The sky uses no volumetrics, raymarching or post-processing. It is fine for PC and can be used on mobile when set up reasonably.