Materials & Shaders
Rock moss, foliage wind, stylized water and the procedural sky.
Rock moss (ArkerionHardSurface)
Every rock material has its own moss settings:
- MossEnabled – turns the moss on or off
- TopStrength and TopSharpness – how much of the upward faces is covered, and how hard the edge is
- MossBlend and Edge Softness – how the moss fades into the rock
- SlopeMin / SlopeMax – which slopes count as “up”
- MossColor, MossTex, MossTexScale and MossSmoothness – the look of the moss itself
The moss can be colour-only or use a texture. A detail normal map (DetailNormal, DetailTiling, DetailOffset, DetailStrength) keeps the rocks readable both close up and far away. Global parameters can turn moss on or off for all materials, or override its colour or texture everywhere.
Foliage wind (ArkerionFoliage)
The grass, fern and bush sway with vertex animation in the shader – no scripts. The mesh’s vertex colours set how much each part moves: black stays still (the base), white moves fully (the tips).
- Wind Strength – overall movement; recommended 0.05–0.2
- Wind Speed (X / Y) – direction and speed in world space
- Scale – wind noise scale; recommended 0.5–2
- Phase Strength – how much plants move out of sync; recommended 0.05–0.3
- Top Color / Bottom Color and Gradient Strength – an optional vertical colour gradient
- SSS Color, SSS Intensity, SSS Power – light shining through thin leaves
- Smoothness – keep it very low (0–0.1) to avoid a plastic look
Stylized water (ArkerionStylizedWater)
For ponds, lakes and the demo river – not oceans. Assign it to a flat water mesh, then adjust SurfaceColor, DeepColor and Distance (depth). Waves, Foam (where objects cut through the water) and cheap Fresnel Reflections can each be turned off. It runs on low-end mobile too.
In Gamma colour space projects, GammaOpacityBoost (0–1) keeps the URP look for water over a dark bed (1) or suits water seen against a bright sky (0).
Procedural sky (ArkerionProceduralSkybox)
A stylized sky on a curved mesh instead of Unity’s skybox, with a gradient, sun, stars and animated clouds. Assign the sky material to the CloudsMesh_Sky mesh, use a Directional Light and keep the sun sync script active – rotating the light then moves the sun. No volumetrics, raymarching or post-processing.