Real Rain — Screen-Space Rain, Wet Surfaces, Lens Droplets & Rain Occlusion
u3d
$53.90
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Volume-driven screen-space rain for URP, HDRP and Built-in: rain sheets, wet ground with puddles and reflections, splashes, lens droplets, dry-under-roof occlusion. No material changes.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.Unity 6000.3.21f1; Built-in RP, URP 17.3.0, HDRP 17.3.0 (one shared HLSL body, one thin wrapper per pipeline; URP/HDRP wrappers and Volume profiles are generated by the Setup wizard so a clean project of any pipeline imports with zero errors and zero warnings).One fullscreen pass (URP: Render Graph renderer feature; HDRP: custom post process, Before Post Process; Built-in: image effect) plus a 256×256 top-down occlusion map refreshed every 4 frames.Cost on an RTX 4090 at 1080p: about 0.5 ms (Rain) to 1.5 ms (Storm with lens droplets).Requires a depth texture (the wizard enables it). Perspective cameras. XR, DLSS/TAAU and orthographic cameras are not validated in 1.0.Samples: Sandbox (props) and RainStreet (street with awning, underpass, lamps), both with baked lighting, pipeline-neutral until the wizard retargets them.Documentation: Assets/RealRain/Documentation/RealRain-Manual.md, CHANGELOG, Third-Party Notices (no third-party code or art in the package).Trailer and screenshots were rendered in the Crytek Sponza scene by Frank Meinl (CC BY 3.0); the scene is not part of the package.Code and shaders written with AI assistance; no AI-generated art, textures or audio are bundled.

