Rain: Light
A light, steady rain over a 10 by 10 metre area: thin streaks catching the light, fading near the camera.
Assets › 3D
Rain, snow, fog, fire, water and wildlife: 25 game-ready 3D particle effects that look the same in Godot 4, GameMaker and Room 3D. Each one is layered by hand (cores, glows, smoke, sparks), timed to read at game distance, and comes with the light that goes with it: flickering glows for fires and portals, short flashes for blasts and hits. A ready Godot scene per effect, a GameMaker project with every effect as data, and Room 3D effect files with a showcase room.

A few of the effects as they come, rendered by the same shader maths that Godot, GameMaker and Room 3D use. The pack has 25: Rain: Light, Rain: Heavy Downpour, Rain Splashes, Snowfall, Blizzard, Fog Bank, Drifting Leaves, Fireflies and more.
A light, steady rain over a 10 by 10 metre area: thin streaks catching the light, fading near the camera.
A heavy downpour: dense slanting rain, a grey haze of spray hanging in the air and drops bouncing off the ground everywhere.
Raindrops landing on the ground over a 10 by 10 metre area: tiny crowns and bouncing droplets. Put it with Rain: Light on paving, roofs or puddles.
Gently falling snow over a 10 by 10 metre area: flakes of four shapes tumbling, swaying and drifting with a light breeze.
A driving blizzard: snow streaking sideways in a strong wind, gusts of blowing snow haze and spindrift racing along the ground.
A slow, low fog bank about 8 by 8 metres and 2 high: soft layered banks drifting and turning, fading as the camera walks in.
Autumn leaves (green, gold, orange and red) tumbling down and drifting on the breeze over an 8 by 8 metre area.
Fireflies drifting lazily over a 6 by 6 metre meadow or swamp, each blinking its own slow green-gold glow.
A crackling campfire about a metre tall: flame tongues, a warm glow, rising embers, a drift of smoke and a flickering orange light.
A wall or hand torch: a small, lively flame whose flames, embers and smoke trail behind when it's carried, with a flickering light.
A calm candle flame with a soft halo and the gentle waver of a candle's light.
A tall column of dark smoke rising from a distant fire and bending with the wind high up: a burning town on the horizon, a crash site, a signal.
Spray and mist boiling up where a waterfall lands, about 4 metres wide: billowing mist, droplets flung out and a fine haze.
Something heavy dropping into water (a crate, a body falling in, a cannonball): a tall crown, a column of spray, droplets raining back down, mist and spreading rings.
Rings spreading on still water from one spot, again and again: a drip into a pool, a fishing float, something stirring under the surface.
A desert dust storm: thick walls of tan dust rolling past in a strong wind, streaks of blowing sand and grit skittering along the ground.
Glowing embers floating up and drifting on hot air over a 3 by 3 metre area: the aftermath of a fire, a forge, a burning village.
Pale pollen and dandelion fluff floating slowly through the air over an 8 by 8 metre area: a sunny meadow, a forest clearing.
A drop forming on a ceiling or a leaky pipe 2.5 metres up, swelling, falling and splashing on the floor, again and again.
A lightning strike in a storm, a little way off: a forked bolt flickering down from the clouds, the sky lighting up and a strong flickering light over everything.
Steam jetting from a vent or a broken pipe and billowing out into a white cloud, with a hissing spray of droplets.
A big bonfire about two and a half metres tall: roaring flames, a column of smoke, showers of embers and a strong flickering light.
A lazy plume of grey wood smoke rising from a chimney or a camp, thinning and leaning as it climbs.
Dust motes hanging and turning in still indoor air, catching the light in a 2 by 3 metre column: a sunbeam through a window, an old attic, a crypt.
A hot spring geyser erupting every four seconds: a column of water blasting up and raining down, with steam boiling off, and a steady wisp of steam between eruptions.
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No. The Godot 4 project and the GameMaker project work on their own; Room 3D is where the effects were made, and you can open and change them there.
Yes. All three draw the particles with the same maths, worked out on the GPU from the time alone, so an effect plays the same way everywhere.
Most effects use 10 to 150 particles and 2 to 5 draw calls; the documents list each effect's numbers. A 256-pixel lite texture set is included for low-end devices.
No. Every texture and flipbook is drawn by code from noise, shapes and gradients, and every effect is set up by hand.
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