Wet Stuff is a powerful set of layered and animated decals to simulate rain, puddles, damp, leaking pipes, and more - all without making modifications to any of your texture or shaders. Allow your artists to dramatically change the atmosphere of your scene in seconds with decals placed in the editor, or generate decals automatically by attaching them to particle systems.
Features
Surface Water Decals. Place “dampness” or shallow puddles into your scene without modification to any models or shaders.
Runtime Animation. Decal detail can be animated at runtime to simulate rain drops falling, puddles forming, dampness spreading, and drying. Dramatically increase the immersion of your environment’s weather system in moments.
Particle System Integration. Simulate leaking pipes and roofs, or water pistol splashes by attaching wet decals to a Shuriken particle system, placing decals automatically on particle collisions with the environment.
Powerful Configuration. Multi-layered decals, multiple shapes, triplanar projection, and more.
Requirements
Requires Unity 2017.3+ with the Deferred Rendering Pipeline.
Another example of a wet decal used to place a puddle into the scene, leaking from a piece of broken equipment. Detail textures allow us to place details such as the footprints.
We havn’t tested this yet. Support should be transparent according to the Unity docs, but there are a couple places where we may be running a foul of bypassing some of the unity helper macros. This is expected to be supported by release, in either case.
It does not support it yet, but I do not see any major blockers with supporting it in the future. The GBuffer layout has changed, which will require writing alternative shaders, but the effect should still work. There are potential issues with the command buffer camera hooks we are currently using to insert our code into the pipeline that may or may not be supported in the HDRP, but we should be able to work around that.
Is it compatible with transparent shader? For example glass shader? For example, can I see the rain splashes on a puddle while I’m behind a glass window?
The effect requires the deferred renderer path. It will not be visible on transparent objects, as Unity renders those with a forward renderer, although the effect should still be visible on solid objects behind any transparent ones.
This asset will be an instant buy for me once it hits the stores. I am finally able to achieve fully dynamic global wetness and puddles using Wet Stuff together with Microsplat and Enviro. The puddles from Wet Stuff are really good for shallow depth and if you want deeper puddles you can just use Microsplat together with Wet Stuff:
Also like Rowlan already posted earlier the decals for particle emitters add so much impact to your scenes. That rain really looks amazing. Everything is easily accesible via code. I just needed a few lines of code to hook it up with Enviro.
I also have one feature request (if not already planned): Would it be possible to do some kind of raycasting to generate a texture that only covers areas where there is no gameobject in between the ground. Microsplat is doing that with the Wetness FX Painter already.
I use one global decal with noise for global wetness and would like to exclude areas that are under a roof so they don’t get wet. It would be great if the asset could generate a suitable texture excluding such areas but still keeping the noise.
I will test more in depth soon. Thanks for making this great asset.
I have considered adding a color tint option, and while it is possible, it would incur a small performance hit and I am not sure how good it would look. It will need some experimentation before I could say for certain whether or not we will add it to Wet Stuff.
Using this to make the character drop water from its limbs after coming out of the water. Great stuff!
I’m wondering is there a way to add an array which defines all the objects affected by WetDecal. Would like to have the full character dry out over time. Moving a WetDecal object with the character also wets nearby objects. Haven’t had luck adding any of the wet materials to the character as there is no saturation option then. Best solution would probably be just adding a 2nd wet material to the character as projection of details isn’t very convincing on anything animated.
Just purchased this and trying to use it, I imported the asset, added the WetDecalPuddle prefab to my scene, added the Wet Stuff component to my camera, but when I click the Render Settings button in that component I get the error: UnityException: Creating asset at path Assets/Plugins/PlaceholderSoftware/WetSurfaceDecals/Resources\RenderSettings.asset failed.
There is no WetSurfaceDecals folder when the asset imports, it is just called WetStuff. Is that a known issue, do I just rename the folder?
Oops, WetSturfaceDecals was the working title before we renamed it to WetStuff not long before release. Looks like we missed the most important place to change that!
In Assets/Plugins/PlaceholderSoftware/WetStuff/Core/WetDecalsRootPath.cs there is a constant like this:
Change that from “WetSurfaceDecals” to “WetStuff”.
I should point out that the render settings are currently very minimal - just feature flags to help with debugging issues.
Unfortunately not. Wet Stuff works directly on the GBuffer, that’s why it can automagically apply directly to any other object, unfortunately that also means there isn’t really any definition of separate objects once it’s all written into the GBuffer!
I was discussing this with Aphid earlier today and it’s not an easy problem to solve - as you say projective decals just aren’t great for animated objects. Adding another material to the character is an awfully expensive option (redrawing all the vertices, doubled pixel fill rate cost etc) so we’d like to avoid that if possible. Replacing the material on the character with one which support wetness is the ideal solution but that kind of material inflexibility is exactly what Wet Stuff was created to avoid!
Right now the best solution is probably to rig your character with multiple wet decal volumes (one per bone) and make them as tightly conforming to the character geometry as possible. Less than ideal to say the least! We’ll give this some more thought
Congratulations on the release! I got this as soon as it came out.
As unity has many non-coders … would it be possible to get integration with some of the main
weather systems on the store… ? Enviro for sure and a few of the others. I would assume the
authors of those systems would be more then happy to have Wet Stuff integrated.
This will sell way more Units for you, being able to list interrogations on the store page.
I’m afraid we’re unlikely to do this. Every new version we decide to support adds a lot of complexity to the development process for new features - especially when that version doesn’t support major features like timelines. Editor version statistics published by Unity show that 5.6 is only used by about 10% of users and falls by about 5% every 3 months - there just aren’t enough potential sales for us to support 5.6, sorry