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Drip Lines & Wet Splatter - URP
Typetools
EngineUnity 6+
OptimizedPBR 2K/4K

Drip Lines & Wet Splatter - URP

High-fidelity, GPU-accelerated roofline water dripping, particle splash physics, and dynamic wet surface decal system for Unity 6 Universal Render Pipeline (URP). Features centralized spatial culling, DBuffer wetness projection, and 1-click prefab setup.

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Technical Features

Dynamic Roofline Dripping & Line Fitting
GPU-Accelerated Wet Splatter Particle Physics
URP DBuffer Wet Decal Projection System
Global Splatter Manager & Object Pooling
Player Distance Culling (Radius-based 20m Optimization)
Automated Start/End Transform Target Wiring
Performance Emission Culling for Distant Rooflines
1-Click Hierarchy Menu Prefab Instantiation
Technical Specs

Technical Highlights & Performance

Learn how Drip Lines & Wet Splatter - URP achieves cutting-edge performance and visual fidelity under the hood.

Global Shared Object Pool Manager

Individual emitters do not allocate private memory pools. The TerraForgeSplatterManager maintains a single unified scene-wide pool for decals and splashes, ensuring that Max Decals and Max Splashes act as a strict global cap across all rooflines.

Player Distance Culling System

Particle collisions outside the configurable player culling radius (default 20 meters) are automatically discarded. This prevents distant rooflines from consuming decal pool budget, preserving 100% of visual fidelity around the player.

URP DBuffer Wetness Projection

Utilizes Unity 6 URP DBuffer pass to project PBR Smoothness (1.0), Albedo darkening (water porosity absorption), and Normal Map ripples onto ground surfaces, transforming flat ground decals into realistic reflective wet puddles.

Dynamic Hysteresis Rain Delay

Simulates roof water accumulation. Dripping intensity builds up linearly when rain starts (_RainDelaySeconds) and gradually dries out after rain stops (_DryDelaySeconds) using quadratic visual intensity curves.

1-Click Hierarchy Instantiation & Auto-Wiring

Supports instant creation via Hierarchy menu (PyramisArts -> Drip Line). Automatically verifies and creates deactivated sphere targets (Start and End, 0.1x0.1x0.1) and auto-wires particle system parameters.

Distance-Based Particle Performance Culling

Rooflines further than the configurable maxCullingDistance (default 50 meters) pause particle emission automatically, saving CPU/GPU particle simulation cycles in large open-world maps.