Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $20. The latest store price is $20, matching the lowest recorded price shown here.
View 3 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $20 | Latest store price | |
| $20 | Unity Permanent Decrease 2026-09-17 2026-09-24 | |
| $49.99 | Unity First Price 2026-09-10 2026-09-10 |
Sale and bundle history
The 2 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Real Snow — Screen-Space Snow, Blizzard, Snow Cover, Frost on the Lens
- Theme > Nature & Countryside
- Theme > Realistic
- Art & Visuals > VFX
Snowfall: A world-anchored 3D field of flakes around the camera, seen through up to six soft shells, dust, flakes and clumps falling at their own speeds, every column at its own pace, swaying, tumbling, swirling in eddies, leaning with the wind, driven by gusts, plus big soft flakes crossing right in front of the lens that refract what is behind them. Real snowflake particles spawn around the camera wherever the sky is open and land on real geometry.
Blizzard: Driven snow streaking across the view, spindrift streaming along the ground, sheets of snow thrown by gusts, whiteout haze with a visibility distance. From a light flurry to a whiteout with one slider.
Snow cover: A cover that builds from bare to deep over a time you set, on everything the top-down ceiling map can see: not under roofs, awnings, arcades or bridges. Drifts gather in corners and on the lee side of walls, the windward side stays thin, steep slopes hold less, ledges and rails get their line of white, rime frosts the wind-facing walls, and heat sources melt discs around them. The cover is shaded from the frame under it, so it follows your lighting; it sparkles when the light hits it.
Surface tags: Tag renderers with Real Snow Surface (or let the scene scanner classify them by material and texture names): bare surfaces (water, glass, ice) hold nothing, warm ones (lamps, engines, chimneys) melt their snow and the flakes above them, deep ones bank up, metal keeps a thin patchy layer, cloth only a dusting. The tags reach the shader through a lightweight per-pixel mask.
Camera: Flakes land on the lens and melt into drops; frost grows in from the edges in combs of crystal spines with side branches, freezes over into rough ice behind them, refracts and glints, faster the longer the camera stays in the cold, and thaws when it leaves; fogging, a cold vignette, colour split at the frost edge. A wipe control clears the glass.
Presets: Light Snow, Snowfall, Heavy Snow, Blizzard, Whiteout, Frozen (cover without snowfall), Night Snow, and a Stylized pair for cartoon-style games. All blendable from script.
Setup: One-click Setup wizard for URP, HDRP and Built-in: it generates the pipeline wrappers, installs the renderer feature or the custom post process, creates the Volume profile and the scene volume. A Winter Street sample (awning, bridge, lamps, a fire barrel and a campfire as heat sources) and a Sandbox scene ship with baked lighting.
Requirements and notes:
- Unity 6000.3.21f1 or newer; URP 17.3 / HDRP 17.3 for the SRP paths (Render Graph only)
- HDR rendering with bloom and a tonemapper is recommended; TAA or DLSS smooths the sheets
- Screen-space by design: the cover exists where the depth buffer has surfaces and has no geometric thickness; the surface mask adds one extra pass over the opaque geometry (toggle per Volume)