Weatherscape
Physically based weathering, wind, snow and dust for URP.
One Weather drives the whole scene: wind, rain, snow, dust and age. Each material family then ages the way the real material does — paint flakes along its cracks and shows the plaster, steel rusts where water stays, copper turns green where the rain washes it, wood silvers and checks along its grain. Flags, awnings, grass, leaves and trees move in the same wind that gameplay reads through Wind.GetVelocity.
Features
One Weather Drives the Scene
A single component sets wind (speed in m/s, direction, gusts, turbulence), wetness, snow, dust and age for every Weatherscape material at once. Presets — Calm, Breezy, Rain, Storm, Snowfall, Dusty — set the lot in one click, and everything can be animated, keyed on a Timeline or scripted.
Materials That Age by Their Own Physics
Eight families — Wall, Masonry, Metal, Wood, Plastic, Glass, Fabric and Vegetation — each fail by their own mechanism. A wall is paint over plaster over brick: paint crazes and flakes along cracks and never shows brick directly; plaster spalls where damp works it. Steel rusts where water stays, copper turns green where rain washes it, wood silvers and checks along its grain.
Exposure, Baked or Estimated
A material works the moment you assign it, estimating its exposure from orientation. Bake an Exposure Group and it learns the real geometry: edges wear, grime collects under ledges, water streaks run down from sills, damp rises from the ground and rust runs down from iron. The bake takes seconds and runs in the background.
Wind That Gameplay Can Read
One analytic wind field is shared by the shaders and by Wind.GetVelocity, and a test holds the CPU and GPU within 2 mm/s of each other. Wind Sources — directional, radial and shelter — change it locally: a fan, a character pushing through grass, a sheltered courtyard.
Vegetation in Four Kinds
Grass, Leaves, Bark and Brush in one shader: plants bend about their pivot, branches twist and leaves flutter, with light glowing through thin leaves. Set the mesh data to From Height and any mesh moves as it is; bake it when you want finer control. Motion vectors stay correct.
Editor Tools That Explain Themselves
Material inspectors list what is wrong with one-click fixes, a library of ready-made materials sits beside a Weatherscape window with debug views, and Create From Maps turns your own albedo, normal, roughness, occlusion and height into Weatherscape layers. Four climates — Temperate, Tropical, Arid and Alpine — set the look of soiling, moss, snow and stains.