Downpour – Rain & Wet Surfaces for HDRP
- Drops cling, slide in stick-slip bursts along wandering paths, and leave trails and ... - Hanging drops under free edges. ... - Eaves and awnings drip from a few points, like real gutters.
by Jamzey St.
Price History +
Requirements
- Unity 6.0 LTS (6000.0) or newer
- High Definition Render Pipeline 17.0+ (Shader Graph included with HDRP)
- HDRP Asset: Custom Pass and Screen Space Reflection enabled (Setup Wizard)
- DX11 / DX12 / Vulkan / Metal, desktop and console class hardware
Contents
- Shaders: 1 Shader Graph (water drops), 4 custom-pass/particle shaders, shared HLSL
- C#: runtime components (assembly-defined, namespace JamzeySt.Downpour), editor tools,
Setup Wizard, custom inspectors
- Textures: 18 original procedural textures (6 demo materials x albedo/normal/mask, 1024x1024)
- Meshes: generated demo street and boxes
- Presets: 5 weather presets
- Demo scenes: Showcase (playable), Minimal
- Documentation: PDF
**Downpour makes any HDRP scene rain-soaked without touching a single material.** It works through HDRP Custom Passes, so it applies to every object whatever shader it uses: your own Shader Graphs, store assets, terrain and characters. Streets darken and gloss, puddles fill the low spots, drops run down walls, glass and cars, eaves drip, and everything under a roof stays dry.
**🌧 Wet Surfaces, Any Shader**
- Porous materials darken, everything turns glossy, painted and polished surfaces keep their look.
- A water film on level ground: wet asphalt gets a sheen instead of glitter.
- Runnels of water down walls; reflections from HDRP's screen space reflections.
- Forward-only materials (hair, fabric, StackLit) get a water-film sheen.
**💧 Puddles & Ripples**
- Random, round, irregular puddles that fill dips and gutters, decided in world space: same outlines from any distance.
- Soaked rim around each puddle, deeper darker water in the middle.
- Raindrop ripples, plus rings where drips and footsteps hit the water.
**🫧 Water Drops on Every Object**
- Drops cling, slide in stick-slip bursts along wandering paths, and leave trails and residue beads.
- Beads only on water-repellent surfaces (paint, metal, glass); porous materials soak the water up.
- Hanging drops under free edges. Consistent on curved surfaces; no distant sparkle.
- Glass and transparent materials get drops and trails too.
**🚗 Moving Objects & Characters**
- Drops ride along with characters, vehicles and physics props.
- Each moving object soaks up in the rain and dries gradually under cover.
- Footstep rings and splashes.
**🏠 Shelter, Runoff & Drips**
- Roofs, awnings, bridges, glass canopies, car interiors keep what's under them dry. No colliders needed.
- Drops that reach a free edge fall and splash, exactly where the drawn drop leaves the surface.
- Eaves and awnings drip from a few points, like real gutters.
**⛈ Rain, Splashes, Haze & Weather**
- Refracting rain streaks with wind and gusts, hidden under roofs.
- Raycast splashes that land on roofs and characters.
- Rain haze lowers visibility with the rain.
- 5 presets (After Rain, Drizzle, Shower, Downpour, Storm) blended at runtime; dynamic soaking and drying.
**🛠 Workflow**
- One controller component with a tab per feature, each with its own Enable switch.
- Setup Wizard checks your project and fixes it in one click.
- Scripting API: start/stop rain, presets, "is this spot sheltered / how wet is it", ripples, events.
- Playable showcase street (walker, free camera, weather panel) and a minimal demo.
- PDF documentation. All textures, meshes and shaders are original; no third-party content.