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Rain VFX — Roof & Indoor Occlusion · URP & HDRP preview
Unity

Rain VFX — Roof & Indoor Occlusion · URP & HDRP

By Skulmovski Studio

$29.99

About Rain VFX — Roof & Indoor Occlusion · URP & HDRP

  • Theme > Nature & Countryside
  • Art & Visuals > VFX
Tired of rain pouring straight through your roofs, ceilings, tunnels and building interiors? The inability to tell indoor from outdoor is a Unity headache that's existed for almost a decade and this system finally solves it. Rain VFX Roof & Indoor Occlusion is a complete, GPU-driven rain solution built entirely on Visual Effect Graph for both URP & HDRP. A full rain simulation raindrops, splashes, ripples and mist that accurately respects your architecture and stops at roofs, no more rain leaking into rooms, buildings or under meshes, without a single CPU collider or physics raycast. Real-time roof and indoor occlusion an orthographic camera renders a GPU depth/height map of your covers every frame. The VFX Graph reads it in real time and stops any raindrop, splash, or mist particle the instant it falls below a roof no CPU colliders, no raycasts. Three masking modes for any project Baked zero runtime cost, static levels, Realtime Fixed Area dynamic covers like moving cars or rotating roofs, and Realtime Around Player the mask follows your target, optimized for open worlds. One-click occluder proxy workflow Turn any mesh a cube, a building, a rigged and animated NPC into a rain shelter with a single right-click. Batch-create proxies for multiple objects at once as a single Undo step, or build them directly inside Prefab Mode so every instance of a modular house or vehicle inherits the proxy automatically. Animated characters fully supported Proxies track bones, root motion, and rig movement in real time a walking NPC with an umbrella deforms correctly and blocks the rain dynamically, with automatic hierarchy validation when the proxy is created. Minimal-overhead proxy rendering Proxy objects are automatically stripped of scripts, colliders, and physics, and optimized for a mask-only render pass no shadows, no light probes, no wasted GPU cost, no material setup required, ever. Even animated proxies add only a negligible per-frame cost. Full GPU rain engine Full GPU rain simulation Raindrop impacts trigger splashes, expanding water ripples, and localized impact mist in a single connected VFX Graph system with an optional heavy rolling global mist layer for dense storms. Area-based density spawning Automatically recalculates raindrop density per square meter as you resize the spawn area, so your rain stays consistent whether you're covering a small courtyard or an entire open world. Surface-aware ripple spawning Ripples check the collision surface angle and only appear on flat, horizontal ground automatically ignoring vertical walls, so splashes never look glued to a cliff face. Slope-reactive splash physics Splash particles bounce based on the surface's collision normal, with separate upward and radial force multipliers rain hitting a rooftop or a slope kicks up water at a physically correct angle. Depth buffer collisions Raindrops collide with your scene geometry using the camera's depth buffer to detect surface hits, trigger splash/ripple/mist events, and cut particle lifetime on impact. Near camera enhancement A dedicated sphere around your camera adds cinematic, blurred drops in front of the lens, or a clean protective dome that keeps particles off the camera entirely. Production-ready setup 70+ exposed parameters Full Inspector control over the entire rain and occlusion system particle lifetime, velocity-based stretching, color gradients, spawn rates, masking modes and occlusion offsets available in both physically Lit and Unlit variants, no VFX Graph editing required for day-to-day tuning. Setup assistant A built-in mentor tool scans your Project-Wide and Scene settings render pipeline, textures, layers, camera culling mask and flags every missing piece before you press Play dramatically cutting down on trial-and-error setup.

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