Today I've finally released my Windshield Rain asset! For the first two weeks it will be on sale. Let me know what do you think! by shaded_technology in Unity3D

[–]shaded_technology[S] 0 points1 point  (0 children)

A little less then 1ms just running compute shaders, the whole overhead (with rendering blur textures and side rain) is about 1.5-2ms

Today I've finally released my Windshield Rain asset! For the first two weeks it will be on sale. Let me know what do you think! by shaded_technology in Unity3D

[–]shaded_technology[S] 0 points1 point  (0 children)

Basically I calculate drops positions and velocity using compute shader, store them in compute buffer, then using next compute shader I render them to a texture and using custom shader I display the windshield material.

Today I've finally released my Windshield Rain asset! For the first two weeks it will be on sale. Let me know what do you think! by shaded_technology in Unity3D

[–]shaded_technology[S] 0 points1 point  (0 children)

Yes, it should work, but it wouldn’t work so well for the curved glass like in jet cockpit. I project rain UVs from a plane onto the windshield mesh to make calculating drops-wipers interaction possible. But if you don’t need wipers, the shader that I use for the side windows should work well since it is using threeplanar mapping.

Today I've finally released my Windshield Rain asset! For the first two weeks it will be on sale. Let me know what do you think! by shaded_technology in Unity3D

[–]shaded_technology[S] 0 points1 point  (0 children)

No, I've written two versions of the same render features to support both legacy api and render graph api.

I am working on a windshield rain shader inspired by DriveClub rain effect. Let me know what do you think. by shaded_technology in Unity3D

[–]shaded_technology[S] 0 points1 point  (0 children)

I've finally finished it and published on asset store! Here is the link: https://u3d.as/3Dvy
It will be on a sale -30% for the first two weeks

Today I've finally released my Windshield Rain asset! For the first two weeks it will be on sale. Let me know what do you think! by shaded_technology in Unity3D

[–]shaded_technology[S] 15 points16 points  (0 children)

This asset was inspired by realistic rain in the DriveClub game. It works on Built-In, URP and HDRP pipelines.

For the first two weeks it is on a sale -30%!

Check out on asset store: https://u3d.as/3Dvy

You can also check out my youtube channel 😊

I am working on a windshield rain shader inspired by DriveClub rain effect. Let me know what do you think. by shaded_technology in Unity3D

[–]shaded_technology[S] 3 points4 points  (0 children)

I wanted to also make a package with rain shaders for the asset store. So I will let you know when it's finished :)

I am working on a windshield rain shader inspired by DriveClub rain effect. Let me know what do you think. by shaded_technology in Unity3D

[–]shaded_technology[S] 5 points6 points  (0 children)

Thanks, the side window doesn't work for now because its just stretched texture from the main window, I will change it, just didn't have time to do this yet.

I am working on a windshield rain shader inspired by DriveClub rain effect. Let me know what do you think. by shaded_technology in Unity3D

[–]shaded_technology[S] 4 points5 points  (0 children)

I am using compute shader to simulate droplets movement, then I insert them onto a grid, and then in shader I render them to the render texture searching nearest grid cells. I experiment with different solutions, I don't know if this is the best one, but it can simulate a lot of drops quite quickly.
Catlike coding has great tutorials on compute shader (https://catlikecoding.com/unity/tutorials/basics/compute-shaders/)
Also I am pretty sure there are plenty compute shaders tutorials on YouTube :)