Real Rain — 2D Screen-Space Rain, Lens Droplets & Thunder
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Screen-space rain for Built-in, URP and HDRP: wet surfaces, lens droplets and rain occlusion, plus spatial rain audio and thunderstorm bursts with visible lightning and delayed thunder.Real Rain turns any scene into a rainy one with a single fullscreen pass. It is built on the Volume framework, so rain blends between areas like every other post effect, and it renders the same look on the Built-in render pipeline, URP 17 and HDRP 17. Nothing in your materials changes.What it drawsParallax rain sheets — up to four layers of procedural streaks on a camera cylinder, from motion-blurred drops near the lens to a fine curtain in the distance. World-stable: turn the camera and the rain stays where it is. Near drops refract the background instead of being painted over it.Wind, gusts and sheeting — streaks lean with the wind, gusts add lean and speed over time and slow density waves roll through the curtain.Wet surfaces — rain-facing ground darkens and glosses up, puddles gather on flat open ground, drops ripple the water film and the scene reflects in it (screen-space reflections with a sky fallback). Derived from the depth buffer and the occlusion map: no per-material setup.Splashes — expanding rings, crown flashes and spray at every fresh impact near the camera, every impact its own size, fading smoothly with distance.Rain occlusion — a top-down height map keeps rain, splashes, wetness and lens droplets out from under roofs, awnings, arcades and bridges. No colliders, no particles, one hidden camera.Lens droplets — beads in many sizes that land, sit a while and evaporate or run off; running drops with a short tail and a drying wet track; fogging and a wiper mask. The lens follows the camera: moving forward drives more running drops, turning makes them slide against the turn.Backlit rain and lamp glow — streaks catch the sun with a back-scatter lobe and pick up the four nearest point/spot lights; lamps get a soft halo in the rain haze.Overcast — the rain dims the scene's sun and pulls cloud cover over the frame as it builds, and restores the sun when it stops.Depth haze — exponential rain mist with its own colour, range and sky blend (URP has no volumetric fog; this does not need it).What it does not need — no compute shaders at runtime, no VFX Graph, no changes to your materials, no per-object setup. Perspective cameras, Unity 6000.3 or newer.Eleven presets — Drizzle, Light Rain, Rain, Heavy Rain, Storm, Tropical, Night City, Windshield, plus a Stylized family (Rain, Storm, Night) with flat bright streaks and no wet layer for cartoon-style games — as Volume profiles (URP/HDRP) or component values (Built-in), all editable and blendable from script.Setup in one click — Window ▸ Real Rain ▸ Setup adds the renderer feature (URP), registers the custom post process (HDRP) or the camera components (Built-in), creates the Volume with the chosen preset and retargets the sample materials. Two sample scenes ship with baked lighting.Shader globals (_RealRain_Intensity, _RealRain_Wind, _RealRain_Ripple, _RealRain_CameraMotion, the occlusion map) are exposed for your own puddle and wet-surface materials.Rain audio and thunderstormOriginal rain ambience is complemented by many short spatial rain events. A compact screen-space depth and contrast probe varies their placement, distance and tone as the camera moves. Master sound enable/disable, volume and Audio Mixer routing are available.Thunderstorms add branched visible lightning, a soft glow and illumination flashes. Strike distances and the intervals between storms are randomized; configurable bursts allow several strikes in quick succession. Each thunder event arrives after its distance delay, and a voice pool lets the rumble tails overlap. Lightning and thunder can be disabled independently.This is a perceptual approximation from visible scene depth, rather than acoustic ray tracing or a room simulation.Unity 6000.3.21f1; Built-in RP, URP 17.3.0 and HDRP 17.3.0. The Setup wizard generates the pipeline-specific wrappers and Volume profiles.One fullscreen visual pass plus a 256 x 256 top-down rain occlusion map. Optional spatial audio adds a 16 x 9 asynchronous depth/contrast probe, normally 8 updates per second.Rain audio: 29-second loop; thunder: 12-second event. Both source WAVs are original mono 48 kHz / 24-bit recordings. Spatial audio uses a bounded pool of up to 32 short rain voices (20 by default).Thunderstorms: randomized distances and intervals, bursts of up to six strikes, foreground-depth-clipped branched lightning and overlapping thunder voices (six by default, up to eight).Master sound switch, volume, AudioMixerGroup routing, and independent lightning/thunder controls.The 1.0 visual-only baseline on RTX 4090 at 1080p was about 0.5 ms for Rain to 1.5 ms for Storm with lens droplets. The additional audio cost depends on voice count and probe frequency.Requires a depth texture and a perspective camera. The spatial layer also needs asynchronous GPU readback and float render targets; stereo cameras use the base ambience. XR, DLSS/TAAU and orthographic cameras are not validated.Samples: Sandbox and RainStreet, with baked lighting and pipeline-neutral content.Documentation includes the manual, AudioAndThunder guide, audio provenance and third-party notices. Model weights and neural generation tools are not shipped.Trailer and screenshots use the Crytek Sponza scene by Frank Meinl (CC BY 3.0), which is not included in the package.Code and shaders were developed with AI assistance. The rain and thunder source recordings were generated with OpenMOSS MOSS-SoundEffect v2.0 (Apache-2.0 model), then processed into game audio with loop crossfading and level control. Sample textures are deterministic procedural bakes and sample geometry is owner-authored. Model weights and neural generation tools are not bundled.




