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Unified dynamic Rain VFX

Showcases a proof of concept demonstrating "unified" rain particles that respect environmental overhangs, and provide areas of dryness, and wetness, while requiring no costly collisions or tedious volume placement.

The system respects environmental changes to gameplay, as well as spatializing the audio to roughly reflect the directionality of the incoming rain.

Runs pretty well and is in general performant, but several improvements could be made.

Assets not made by me:
- Rain sound recordings
- Ak47 mesh
- Player mesh