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 +

Rain-soaked HDRP scenes with no material changes: wet surfaces, puddles with ripples, drops on every object and glass, runoff, rain, splashes and shelter under roofs.

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.