Materials & Shaders
The hard surface moss shader, lava emission and the procedural sky.
ArkerionHardSurface (moss)
A lit Shader Graph (Built-in, URP, HDRP) that adds moss to upward-facing and sloped surfaces. It is fully material driven – no per-object setup and no scripts.
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 rock
Normals and surface
- BaseNormalStrength – strength of the model’s own normal before blending
- DetailNormal / DetailTiling / DetailOffset / DetailStrength – the detail normal map
- BaseSmoothness / MossSmoothness – smoothness of the rock 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 or biome changes. The shader works best on assets with properly oriented normals.
Lava emission
The Lava rocks use an emission version of the shader for glowing cracks. The glow halo comes from bloom in your post-processing, if your project uses it.
Procedural sky
The CloudsMesh_Sky prefab is a stylized sky on a curved mesh instead of Unity’s skybox: a sky gradient, a sun disc and glow, stars and animated clouds.
- Assign the sky material to the sky mesh.
- Assign a Directional Light.
- Keep the sun sync script active – rotating the light then moves the sun, in Edit and Play mode.
- Adjust the look in the material.
It works without HDR by default and uses no volumetrics, raymarching or post-processing.