_FEATURES
- Procedural falling drops, with no texture dependency.
- Many small round beads, fewer pear-shaped runners and rare larger drops.
- Gravity-aligned throughout: drops keep their orientation and trail wet tracks straight down, with no random per-drop rotation.
- Every bead is its own lens, with refractive power, edge softness, rim and highlight placement varying per drop.
- Fogged glass, where condensation blurs the view everywhere except where drops sit or have run, so tracks read as clear channels wiped through the haze.
- Optional dew: static condensation beads clinging to the glass, each a small lens holding its own patch clear.
- Background sampling for refracted scene content.
- Layout-space coordinates, so the drops follow layer scrolling.
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_PARAMETERS
Density / Chance of a raindrop per cell.
Size / Approximate drop cell size in pixels.
Speed / Fall speed multiplier.
Speed variation / Spread of individual drop fall speeds. Drops vary downwards from Speed, never above it. 0 makes every drop fall at the same rate.
Randomness / Random position jitter and wobble amount.
Wind X / Horizontal wind drift in pixels per second. Positive moves right.
Drop variation / Natural variation in bead size, roundness and vertical pear-shaped runners.
Smear / Amount and reach of soft, gravity-aligned wet tracks behind moving drops. Slower drops trail less.
Strength / How much of the refracted image shows through each drop. Does not change the lens itself, so drops stay properly lens-like at every setting.
Fog / Condensation haze on the glass. The view is blurred everywhere except where drops sit or have run. 0 disables the blur entirely and costs nothing.
Dew / Static condensation beads clinging to the glass. They do not fall, carry no tracks, and hold their own patch clear of the fog.
Blur LOD / Texture LOD used for the refracted sample in WebGPU.
Seed / Offsets the random pattern.
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_LINKS
GitHub repository