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Quick Start


If you use URP, Weatherade automatically adds an additional renderer called SRS_DepthRenderer to the default URP asset's Renderer List (usually called URP-HighFidelity). You must add this renderer to any URP assets you use in your project.

Make sure that the SRS_DepthRenderer that you manually added to all other URP assets is listed at the same index as the default URP asset.

1. Add Coverage Instance

Add Snow Coverage Instance or Rain Coverage Instance to your scene from the GameObject ⇒ NOT_Lonely ⇒ Weatherade menu.

2. Convert Materials

Weatherade uses its own shaders from the NOT_Lonely/Weatherade category.

Depending on which coverage instance type you selected in step 1, you can use the following shaders:

Snow

  • NOT_Lonely/Weatherade/Snow Coverage
  • NOT_Lonely/Weatherade/Snow Coverage (Terrain)

Rain

  • NOT_Lonely/Weatherade/Rain Coverage
  • NOT_Lonely/Weatherade/Rain Coverage (Terrain)

Manual Conversion

Select the object which you want to be covered by snow or rain, click on its material's shader dropdown and select one of the coverage shaders, depending on what type of coverage instance you created at step 1.

Be sure to use shaders with the prefix “(Terrain)” in the name only for terrain materials.

Automate Conversion

If you already have a lot of objects in your scene, you can quickly convert their materials to use the Weatherade shaders by going to the Window ⇒ NOT_Lonely ⇒ Batch Shader Swapper tool.

2.1. Select Conversion Mode

Here you can select a conversion mode by clicking the appropriate button:

  • ⠀Selected⠀ - only the materials selected in the folders will be added.
  • ⠀Scene⠀ - find materials that exist only in the currently open scene.
  • ⠀Project⠀ - find all materials in the project.

2.2. Find Shaders

After selecting the mode, click the ⠀Find Shaders⠀ button. The tool will find materials and show them grouped by the shaders they use, so you'll see a list of shaders below.

2.3. Edit Shader Pairs

Now you can edit every shader pair in the list. Set the “Target Shaders” to “Snow Coverage” or “Rain Coverage”, depending on what type of coverage instance you selected at step 1.

“Source Shaders” can be changed too.

You can also remove any item from the list if you don't need this shader to be converted (for example, a particle effect shader), by clicking the ⠀-⠀ button to the right of it, or add a new element manually by clicking the ⠀+⠀ button under the last element.

2.4. Convert

Once you done with the shaders list, press the ⠀Replace Shaders⠀ button.

3. Edit

A basic snow should appear on the surfaces once you finish with the previous steps. Now you can tweak it globally from the Snow Coverage Instance you created at the step 1, or override any property on a per-material basis.

3.1 Per Material Override

Using the coverage instance inspector, you can configure all coverage properties. But if you want a specific material to use a different value for a specific property, you can override that value by checking the checkbox to the left of the property name in the material inspector.

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Table of Contents

Table of Contents

  • Quick Start
    • 1. Add Coverage Instance
    • 2. Convert Materials
      • Manual Conversion
      • Automate Conversion
        • 2.1. Select Conversion Mode
        • 2.2. Find Shaders
        • 2.3. Edit Shader Pairs
        • 2.4. Convert
    • 3. Edit
      • 3.1 Per Material Override
  • WEATHERADE SRS
    • Introduction
    • Installation
    • Quick Start
    • Snow Coverage Instance
      • Main Settings
      • Global Surface Settings
    • Rain Coverage Instance
      • Main Settings
      • Global Surface Settings
    • GPU Particle System
    • Additional Components
      • Terrain Utility
      • Trace Mask Generator
      • Tracer
      • Volumetric Light
    • Tools
      • Batch Shader Swapper
      • Total Brush (lite)