Simulates snow on a surface. 
         
         Note 
               If you assign  to geometry whose surface normals and tangents are constant (for example, those of a primitive cone), the  texture appears as a uniform color, and the difference between the  and  is non-existent.
               
 
             
         You can find this texture in the Create bar. To apply this texture as a texture map, see Map a 2D or 3D texture.
         
         Tip 
                  - To display snow on all objects in the scene, apply the  texture as a transparency map on a white material and then layer this material onto other shaders.
                  
- Try combining a  bump map with a  color map. The snow only appears on the peaks and valleys of the bump mapped surface. For best results, set the  bump map’s  and  values to a low number. 
                  
- To simulate windswept snow, rotate the  texture by rotating the  about a horizontal line.
                  
 
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                   The color of the snow on the top of the surface.
                   
 
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                   The color of the surface on which the snow lies.
                   
 
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                   Determines the maximum slope that holds snow. The range is 0 (90 degrees from horizontal) to 1 (0 degrees from horizontal).
                     The default is 0.5 (45 degrees from horizontal).
                   
 
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                   The rate at which the snow color blends into the surface color. The range is 0 to 10. The default is 5.
                   
 
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                   The apparent depth of the snow.  controls the opacity of the snow (deeper snow is more opaque). The range is 0 (transparent) to 1 (opaque). The default is
                     1.