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Rain Particle Looks Black in Windows Build (Works Fine in Editor)
14 days ago
vasu13on version 2.1.2
I'm facing a strange issue with a rain particle effect. It looks perfectly fine in the Unity Editor, but after building for Windows, the rain particles appear slightly black or darker than expected. Has anyone experienced this before? Could it be related to lighting, shader settings, or URP differences between the editor and the build? Any suggestions would really help!
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0
0
F
Perfect Matrix
17 days ago
FRC-Softwareon version 2.1.2
Is pefect to become a matrix in game
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0
0
x
URP - no compatible
5 months ago
xracegameson version 2.1.2
why write that it is compatible with urp and hdrp when inside custom shaders are not compatible with urp
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3
0
a
Unfortunately doesn't work on Unity 6
7 months ago
androbotechon version 2.1.2
Whatever you will do, new project or not, it will not work properly. The cone will stay in place and will never follow any kind of camera. Could it be traditional main cam, game creator's or even cinemachine, the rain will stay in one spot. Even moving it manually will not move the particles... Too bad, it had a lot of potential...
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1
0
a
Excellent Asset
7 months ago
aDiversionon version 2.1.2
Works Perfect!
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0
0
S
I love this asset
10 months ago
SeanStanleyon version 2.1.2
It's simple to use, it has just the right amount of settings for me, and I love that it "attaches" to the camera so that it simulates the dark raincloud that follows me everywhere I go. Seriously though, it's great. Thanks for making it free!
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0
0
n
Good Asset, Works in URP by following the advice of other reviewers
a year ago
nickwelpon version 2.1.2
Initially it loaded with everything in a pink texture in URP, but other reviews in this thread showed me how to fix it with shaders here in the reviews. It looks good, the price in indisputable, has nice mist and sound. I think skyrim has the best rain sound I've heard in a video game, this isn't too far off
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1
0
R
You have to fix URP
a year ago
RiftInteractiveon version 2.1.2
Just open the Shader delete everything in it, paste this: Shader "Custom/RainURP" { Properties { _MainTex ("Main Texture", 2D) = "white" {} _TintColor ("Tint Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } LOD 100 Pass { Name "RainPass" Tags { "LightMode"="UniversalForward" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Back HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct Varyings { float4 positionHCS : SV_POSITION; float2 uv : TEXCOORD0; }; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _TintColor; Varyings vert (Attributes input) { Varyings output; output.positionHCS = TransformObjectToHClip(input.positionOS.xyz); output.uv = input.uv; return output; } half4 frag (Varyings input) : SV_Target { float4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv); return tex * _TintColor; } ENDHLSL } } }
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13
0
S
Perfect!
a year ago
SteuerKidson version 2.1.2
This asset is super realistic and easy to add to any Unity project. I love how the particle system follows the camera. I used ChatGPT to write a script to trigger the rain randomly. My only trouble was getting it to work in URP, but this shader seems to work: Shader "Custom/RainURP" { Properties { _MainTex ("Main Texture", 2D) = "white" {} _TintColor ("Tint Color", Color) = (1,1,1,1) } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } LOD 100 Pass { Name "RainPass" Tags { "LightMode"="UniversalForward" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Back HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; }; struct Varyings { float4 positionHCS : SV_POSITION; float2 uv : TEXCOORD0; }; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _TintColor; Varyings vert (Attributes input) { Varyings output; output.positionHCS = TransformObjectToHClip(input.positionOS.xyz); output.uv = input.uv; return output; } half4 frag (Varyings input) : SV_Target { float4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv); return tex * _TintColor; } ENDHLSL } } }
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5
0
w
Materials Not working in URP
a year ago
wasabimonstergameson version 2.1.2
The materials use a custom shader, but in my URP project they appear pink and if I try to convert them it says it cannot be done...
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