Arkerion Studios

Moss, Water & Sky

The hard surface moss shader, the stylized water and the procedural sky.

v1.2.0Last updated 5 Nov 2026

ArkerionHardSurface (moss)

A lit Shader Graph (Built-in, URP, HDRP) that adds moss to upward-facing and sloped surfaces of rocks, trees, stumps and other props. It is fully material driven – no per-object setup.

Moss

  • MossEnabled – turns moss on or off
  • TopStrength / TopSharpness – strength and sharpness of the top projection
  • SlopeMin / SlopeMax – the slope range where moss appears
  • EdgeSoftness – softens the moss edges
  • MossColor – the moss tint
  • MossTex / MossUseTexture – an optional moss texture, and the switch between colour and texture
  • MossTexScale – moss texture tiling
  • MossBlend – how strongly the moss blends over the base material

Normals and surface

  • BaseNormalStrength – strength of the model’s own normal before blending
  • DetailNormal / DetailTiling / DetailOffset / DetailStrength – the detail normal map for the moss
  • BaseSmoothness / MossSmoothness – smoothness of the base and of the moss

Global override: global parameters can turn moss on or off for all materials, or override its colour or texture everywhere – useful for quick seasonal changes. The shader works best on assets with properly oriented normals.

ArkerionStylizedWater

A stylized procedural water shader (Built-in, URP, HDRP) for ponds and lakes, not oceans. It runs on PC and on low-end mobile.

  1. Assign the material to a flat water mesh.
  2. Adjust the depth colours and Distance.
  3. Turn Waves, Foam and Reflections on or off as needed.
Group Settings
Water SurfaceColor, DeepColor, Distance (depth)
Waves WaveSpeed, WaveAmplitude, HighFrequency, WavesEnabled
Foam FoamColor, FoamAmount, FoamSpeed, FoamScale, FoamEnabled
Reflections ReflectionColor, ReflectionStrength, ReflectionPower, ReflectionsEnabled
Normals NormalStrength, Normal Map (one texture, two animated layers)
  • Foam appears where objects cut through the water.
  • Reflections are cheap Fresnel-based fakes – no planar or screen-space reflections. HDR isn’t needed.
  • In Built-in, the depth and scene colour textures the water needs are provided automatically.
  • GammaOpacityBoost (0–1) is only used in Gamma colour space projects: 1 keeps the URP look for water over a dark lake bed, 0 suits water seen mostly against a bright sky.

ArkerionProceduralSkybox

A stylized sky (Built-in, URP, HDRP) on a curved mesh instead of Unity’s skybox: a sky gradient, a sun disc and glow, stars and animated layered clouds. The sun, the stars and the clouds can each be turned off or faded.

  1. Assign the sky material to the provided mesh.
  2. Assign a Directional Light.
  3. Keep the sun sync script active: it updates the sun direction in Edit and Play mode, so rotating the light moves the sun.
  4. Adjust the look in the material.

The sky works without HDR by default; turn HDR on if you need more colour depth. It uses no volumetrics, raymarching or post-processing.