Or set a grey-whitish color in the black slot of the PF, for less, but still, snow.
Btw. You don't really need a merge shader. If you add just a surface layer between the default shader and the part (so 'under' the output from the default shader), set slope (final, use Y), and if needed altitude, there will be white on all parts/leaves/branches, overriding the color called in the default shader.
If you set coverage less than 1, it'll be less, if you add children they will appear. If you add displacement, the tree will be displaced (horribly). If you mask, you can use a transform shader between the PF and the surface shader mask input to make in a world distribution (if you check that, of course).