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โถ๏ธ Video | ๐ Illustrated guide | ๐ฌ Questions tab
Painted snow, moss, autumn leaves, sand and frost on top of ANY material. One Material Function. Real volume. Runtime weather. Melt zones that follow your actors. Plug your Base Color, Normal, Roughness and AO into MF_Coverage_Apply and connect the outputs. The coverage lands on every surface facing the sky with a hand-painted look โ organic shapes, a rounded lip, a blue shadow band and brush strokes โ settles into the details of your normal map, stands up with real thickness and leaves the ground under roofs clean. Drop BP_CoverageWeather in the level and winter arrives (or melts away) while you play.
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FEATURES
โข Drop-in: MF_Coverage_Apply goes between your inputs and the material outputs
โข Real volume: Thickness lifts the geometry (World Position Offset)
โข Painted look: organic breakup, rounded lip, shadow band, pits, tone blotches, brush strokes
โข 5 surface patterns: snow lumps, moss clumps, sand ripples, frost crystals, dust grain โข Shelter: under roofs, eaves and tables stays clean (Mesh Distance Fields) โข Runtime weather: BP_CoverageWeather animates the whole level over Transition Seconds โข Melt zones: BP_CoverageClearZone clears a radius around any actor - with the same painted edge โข Settles into your normal maps (bricks, planks, stone ledges)
โข Any direction: moss on one side, sand blown by the wind; snowline height control โข Works on moving objects (world space), Nanite, instanced meshes and Landscape โข Stable in motion: anti-aliased edges and glitter that fades at distance โข High / Low quality switch (Low = 29% cheaper pixel shader)
โข 12 presets: Snow, Toon Snow, Moss, Autumn Leaves, Blossom, Frost, Sand, Dust, Ash, Mud, Slime, Corruption โข Material Attributes version + raw masks (coverage, rim, body, noise, painted colour)
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HOW TO USE 1. Quick: drag a preset (MI_Coverage_Snow...) onto a mesh. Set your colour or texture in the instance.
2. Your materials: right-click in your material > search "Coverage" > MF_Coverage_Apply. Connect your inputs and its outputs (World Position Offset too, for thickness).
3. Level: drop BP_CoverageWeather and BP_CoverageClearZone. Change Coverage Amount at runtime. Illustrated step-by-step guide included.
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REQUIREMENTS - please read
โข Shelter uses Mesh Distance Fields (Project Settings > Rendering > Generate Mesh Distance Fields, on by default in UE5). Without them everything works except the shelter.
โข Thickness moves vertices: it needs enough vertices and smooth normals. Presets ship with Thickness 0 so they are safe on any mesh; raise it on smooth meshes (rocks, trees) for real volume.
โข Not for the Path Tracer or UEFN (Custom HLSL nodes). Mobile not tested.
โข Tested on Windows, DX12 SM6, Nanite + Lumen + Virtual Shadow Maps: UE 5.5 and UE 5.8 (also with Substrate), and on a World Partition Landscape.
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WHAT'S INCLUDED
/SurfaceCoverage /Materials M_Coverage, MPC_Coverage, 3 Material Functions, 12 presets, brush texture
/SurfaceCoverage /Blueprints BP_CoverageWeather, BP_CoverageClearZone
/SurfaceCoverage /Examples texture + normal map, Material Attributes and vertex colour mask examples
/SurfaceCoverage /Maps Overview: stylized winter diorama + showcase islands
/SurfaceCoverage /Demo demo-only meshes, materials and sky (safe to delete)
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Q&A
Q: Does it work with my existing materials?
A: Yes. Add one node between your inputs and the outputs. Material Attributes: MF_Coverage_Layer.
Q: Can the snow change while I play?
A: Yes. Put BP_CoverageWeather in the level and set Coverage Amount (it moves there over Transition Seconds). Or set "Global Amount" in MPC_Coverage yourself.
Q: Can snow melt around a campfire or the player?
A: Yes. Attach BP_CoverageClearZone to that actor and set Radius. Two zones can be active at once.
Q: How does the shelter know there is a roof?
A: It samples the Global Distance Field above each pixel. No actors, tags or traces.
Q: How expensive is it?
A: M_Coverage: 1708 pixel-shader instructions in High quality, 1218 in Low (an empty lit material is 164). Measured in a new UE 5.5 project, SM6. No tick in the material; the Blueprints only set a Material Parameter Collection.
Q: Nanite, Lumen, foliage?
A: Nanite, Lumen, VSM and Landscape are tested. The master is flagged for instanced/foliage, skeletal, spline and geometry collection meshes.
Q: Does it work with my weather system?
A: Any system that can set one value can drive it: Coverage Amount on BP_CoverageWeather, or Global Amount in MPC_Coverage.
Q: Can I use it commercially?
A: Yes, under the Fab license you choose.
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SUPPORT Ask in the Questions tab before leaving a review - I answer within 24 h and I fix things. If it helps your game, a quick review means a lot to a small creator. Also by RafaSC: See-Through Occlusion ยท Painted Edges (free).













