COZY Documentation
  • Welcome!
    • πŸ‘‹Hello!
    • πŸ—ΊοΈRoadmap
    • πŸ†˜Support & Community
    • πŸŽ“Changelog
  • Getting Started
    • πŸ”ŒInstallation
    • πŸ› οΈSetting Up Your Project
    • 🌐Creating a New Scene
    • πŸ“¦COZY Samples
  • How it works
    • βš™οΈThe System Perspective
    • ⏱️Meridiem Time
    • 🌈Gradients & Curves
    • βš–οΈWeighted Random Chance (WRC)
    • πŸ§‘β€πŸ«Weather Selection & Forecasting
    • The Weather Sphere
      • 🌌The Sky Dome
      • ☁️The Cloud Dome
        • COZY Desktop Clouds
        • COZY Mobile Clouds
        • Soft Clouds
        • Painted Skies
        • Ghibli Desktop & Mobile Clouds
        • Single Texture Clouds
        • Luxury Clouds
      • 🌫️The Fog Dome
    • Modules
      • 🌌Atmosphere Module
      • πŸ•‘Time Module
      • 🌦️Weather Module
      • πŸƒAmbience Module
      • 🌑️Climate Module
      • ⚑Events Module
      • 🎨Interactions Module
      • ☁️Buto Module
      • 🌎MicroSplat Module
      • 🌳The Vegetation Engine (TVE) Module
      • πŸͺžReflections Module
      • πŸŒ™Satellite Module
      • πŸ—ƒοΈSave & Load Module
      • πŸŒ„Transit Module
      • πŸ’¨Wind Module
      • πŸ•‘System Time Module
      • πŸ›Debug Module
      • ☁️Plume Module
      • πŸŒ‡Blocks Module
      • πŸŒ‘Eclipse Module
      • πŸ“†Habits Module
      • 🎼ReSound Module
      • πŸ”—Link Module
    • Profiles
      • Ambience Profile
      • Atmosphere Profile
      • Forecast Profile
      • Perennial Profile
      • Satellite Profile
      • Material Profile
      • Weather Profile
      • FX Profiles
        • Audio FX
        • Climate FX
        • Cloud FX
        • Event FX
        • Filter FX
        • Multi FX
        • Particle FX
        • Precipitation FX
        • Thunder FX
        • Visual FX
        • Wind FX
      • Climate Profile
    • Biomes
    • Settings
  • Extending COZY
    • Stopping Indoor FX
    • Developing the Render Queue
    • Utilities
  • Integrations
    • Crest Water 4 (URP Only)
    • Crest Water 5
    • Stylized Water 2
    • KWS Water System
    • Generic Shader Graph
    • The Vegetation Engine
    • MicroSplat
  • Appendix
    • Frequently Asked Questions (FAQs)
    • Improving Performance With COZY 3
Powered by GitBook
On this page
  • Overview
  • Key Features
  • Modulated Values
  • Global Values
  • Usage Examples
  • Make your leaves change colors with the seasons
  • Setup COZY to work with your global snow system

Was this helpful?

  1. How it works
  2. Modules

Interactions Module

PreviousEvents ModuleNextButo Module

Last updated 1 year ago

Was this helpful?

Overview

Link your world's materials to the COZY system for dynamically changing environments. Control terrain layer colors, material colors and values, and global shader colors and values with the . Material references are stored in the profile so that changes that you make to this module will be cross scene compatible.

Compatibility Information

❌ Does not have equivalent COZY Biome Module

βœ… Requires the Time Module or System Time Module for day and year percentage calculations

βœ… Requires the Climate Module for temperature, precipitation, snow amount and rain amount calculation

Key Features

Modulated Values

Modify a target value

  • Terrain Layer Color (Gradient)

  • Material Color (Gradient)

  • Material Value (Curve)

  • Global Color (Gradient)

  • Global Value (Curve)

Based on an input

  • Day Percentage

  • Year Percentage

  • Precipitation

  • Temperature

  • Snow Amount

  • Rain Amount

Global Values

Snow

Set your snow texture, scale, and color here

Rain

Set your puddle scale

Usage Examples

Make your leaves change colors with the seasons

Add a new modulated value in the material module

In your new modulated value, select Material Color and Year Percent at the top. Now set your mapped gradient to look like this one:

Link your target material and the property that you want to change and then you're done!

Setup COZY to work with your global snow system

Every snow system is different so this example is a bit abstract however as long as your snow system uses a global shader float for calculating the snow amount this will work well.

Add a new modulated value in the material module

In your new modulated value, select Global Value and Snow Amount at the top. Now set your mapped curve to a curve from (0, 0) to (1, 1)

Then set your Global Shader Property Name to the name of your snow amount variable. Here I have used CZY_SnowAmount, but you can use whatever variable you like as long as it matches your materials!

Set your target, input and mapped and the material manager will automatically change the variables on your target.

Material Manager Profile
gradient/curve
🎨
January 1st is the leftmost end and December 31st is the rightmost end
Page cover image