Post processing rain solution I set up for Installation 01, with the goals to automate the usually tedious work behind weather effects both particle-based and environmental, and to decrease the performance and storage bloat of particle systems and unique material instances. The final result is both more performant, and visually pleasing, using techniques typically unavailable to surface materials, like refraction, layered reflections, projection-based shelter masking, as well as replacing the particle systems with a screen space projection factoring in camera angle, FOV, and wind.
This system will equally benefit our own level designers, and players using our level editing tool, and showcases once again the liberty with which the my fellow devs have enabled me to explore unconventional techniques.
For the textures, I worked closely with Miguel Dominguez (https://www.artstation.com/mdgz) who diligently and reliably supplied me with the masks I requested.
Showcase Video
Breakdown Video