RainDropEffect for the Unity Asset Store
This project enables creating a screen effect with not only rain distortion but blood effect and water effect.
Open the following demo project, and you will find how to use the project.
RainDropEffect2/Demo/Demo*.unity
Some basic and useful prefabs are prepared for you. Please use prefabs in
RainDropEffect2/Prefabs
Normal rain drop effects where you can D&D the prefab(s) at your scene.
A splash of blood
Cheap rain effects optimized for mobiles
A water splash (diving) effect
A water splash (leap out) effect
This is a freezing effect in a cold environment
VR supported effects
[RainCameraController].Refresh (); // If you need
[RainCameraController].Play ();
RainCameraController.cs is a main component you'll use. It requires an orthographic camera, or perspective view in case you use VR mode. When you attach RainCameraController.cs for an arbitrary game object, a camera is automatically added. Please refer properties of RainCameraController to customize.
The Render Queue controls the order for effect rendering. If you are using GUI assets (e.g., NGUI) under RainCameraController, you can controll the queue of effects. 3000 is a default value.
You can control whole rain alpha value under the camera.
// It returns the current draw call RainCameraController.cs issues.
public int CurrentDrawCall {get;}
// Gets the max draw call theRainCameraController.cs issues.
public int MaxDrawCall {get;}
// It's true when rain drop controllers are playing.
public bool IsPlaying {get;}
// You can call this method when you want to redraw rain.
public void Refresh ()
// Starts the rain increasingly.
public void Play ()
// Stops the rain gradually.
public void Stop ()
// Stops the rain immediately.
public void StopImmidiate ()
You can optimize performance using low scale rain drop normal map. Do not forget to adjust the resolutions too. In some case, resolutions on mobile platforms are too high.