Real Rain turns any scene into a rainy one with a single fullscreen pass. It is built on the Volume framework, so rain blends between areas like every other post effect, and it renders the same look on the Built-in render pipeline, URP 17 and HDRP 17. Nothing in your materials changes.
What it draws
What it does not need — no compute shaders at runtime, no VFX Graph, no changes to your materials, no per-object setup. Perspective cameras, Unity 6000.3 or newer.
Eleven presets — Drizzle, Light Rain, Rain, Heavy Rain, Storm, Tropical, Night City, Windshield, plus a Stylized family (Rain, Storm, Night) with flat bright streaks and no wet layer for cartoon-style games — as Volume profiles (URP/HDRP) or component values (Built-in), all editable and blendable from script.
Setup in one click — Window ▸ Real Rain ▸ Setup adds the renderer feature (URP), registers the custom post process (HDRP) or the camera components (Built-in), creates the Volume with the chosen preset and retargets the sample materials. Two sample scenes ship with baked lighting.
Shader globals (_RealRain_Intensity, _RealRain_Wind, _RealRain_Ripple, _RealRain_CameraMotion, the occlusion map) are exposed for your own puddle and wet-surface materials.
Rain audio and thunderstorm
Original rain ambience is complemented by many short spatial rain events. A compact screen-space depth and contrast probe varies their placement, distance and tone as the camera moves. Master sound enable/disable, volume and Audio Mixer routing are available.
Thunderstorms add branched visible lightning, a soft glow and illumination flashes. Strike distances and the intervals between storms are randomized; configurable bursts allow several strikes in quick succession. Each thunder event arrives after its distance delay, and a voice pool lets the rumble tails overlap. Lightning and thunder can be disabled independently.
This is a perceptual approximation from visible scene depth, rather than acoustic ray tracing or a room simulation.