Quick answer: Blend snow based on how much the world-space normal points up and on whether the surface can see the sky, scaled by an accumulation amount that rises during snowfall.
Snow appears on vertical walls and the undersides of ledges, or never thickens on horizontal ground. Snow accumulation must respect that flakes settle on upward, sky-exposed surfaces, driven by a world-normal mask.
How to fix it
1. Mask by world-up normal
In the material compute dot(world_normal, vec3(0,1,0)) and use smoothstep on it so only upward-facing surfaces receive snow, with a soft falloff on slopes.
2. Gate by sky exposure
Multiply the snow mask by a top-down occlusion sample so areas under roofs and ledges stay bare, matching where snow could actually land.
3. Drive thickness by accumulation
Scale the snow blend and any height/parallax offset by a global accumulation value that grows during snowfall and melts when temperature rises, so cover builds up and recedes believably.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.