This simple exercise was meant as a way to combine two approaches to particle systems in Unity URP.
I set up the fire using the basic Unity demo scene and reworking it from scratch using the provided textures and gradient.
Rain was made from scratch with basic stretched billboards + 2 sub-emitters for splashes.
Key takeaways:
- Simple shapes work best for prototyping - you can refine later
- Sub-emitters + collision make this effect look great compared to just the falling droplets
- adding transparency over lifetime + scaling up is excellent to showcase fading smoke
I know a way to simulate lighting and glow with particles, which is more efficient for mobile implementation.
In this case I opted to keep the effects in the scene to test the vibes.