Moss, Water & Sky
The hard surface moss shader, the stylized water and the procedural sky.
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.
- Assign the material to a flat water mesh.
- Adjust the depth colours and Distance.
- 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.
- Assign the sky material to the provided mesh.
- Assign a Directional Light.
- Keep the sun sync script active: it updates the sun direction in Edit and Play mode, so rotating the light moves the sun.
- 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.