
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.
Technical Features
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.