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Material functions

DVS ships five Material Functions in Content/DynamicVolumetricSky/Materials/MaterialFunctions/. They let any custom material react to the sky simulation without rewriting its shader graph. See Reactive materials for the step-by-step setup.

Layers snow on horizontal-facing parts of an opaque surface. Drives intensity from the sky’s simulated SnowAmount.

  • Use it on: any opaque surface (terrain, props).
  • How: set Use Material Attributes = true on the material, route the full attribute bundle through MF_Snow, plug the function output into the material’s Material Attributes pin.
  • Exposed parameters: snow textures, tiling, color (override per-material to taste).

Combined snow plus wet-surface (puddles, ripples, drips, splash flipbooks). Same wiring as MF_Snow.

  • Use it on: opaque surfaces where you want both snow and wet effects.
  • How: identical to MF_Snow (Use Material Attributes, route through, plug in).

Procedural sway for grass blade materials. Driven by the system’s wind direction and speed. No inputs, just plug it in.

  • Use it on: grass blade materials.
  • Where: the World Position Offset pin of the material.

Higher-quality wind for larger foliage. Has an AdditionalWPO input so you can chain other deformations.

  • Use it on: bush and tree materials.
  • Where: the World Position Offset pin.
  • Inputs: AdditionalWPO (optional). Plug other deformations (player-crush, hit reactions) here and MF_BushWind adds wind on top.

Cheap horizon clouds at a configurable altitude. For sky-dome / horizon overlays, not the volumetric cloud system.

  • Use it on: sky-dome cloud overlay materials.
  • Configurable: altitude parameter.