func_precipitation
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Important:This is a preserved entity in 
.
Note:The "Particle" precipitation types are generated using the PCF files of a game, allowing users to alter the look of the precipitation in more ways than just the used material.
Warning:
Note:The precipitation created by this entity is not GPU-accelerated. In resource-intensive multiplayer games such as
, it's recommended to use a particle system to create weather effects rather than relying on this entity.
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CPrecipitation |
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func_precipitation
is a brush entity available in all Source games. It creates rain, snow, or ash inside its volume.
The collision code will attempt to block precipitation that collides with world brushes. If this does not occur correctly, a func_precipitation_blocker(in all games since )(also in
) can be used to prevent precipitation in a selected area, if available in the target game.



- On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
- Killing it removes it forever, as it is not respawned on a new round.
- It cannot be spawned with a point_template.
- Parenting this with non preserved entities may have undesirable effects.
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Density (0-100%) (renderamt) <integer>
- This is the amount of particles that fall down from the top side of the brush. However, distance from first particle to second depends on a brush volume size!
- Color (R G B) (rendercolor) <color255>
- Color added to sprites which are rendered transparently (probably rain and snow particles)
- Precipitation Type (preciptype) <integer choices>
- Precipitation type
Value | Type | Availability | Description |
---|---|---|---|
0 | Rain | Seen in ![]() |
|
1 | Snow | Identical to Rain, use "Snowfall" instead. | |
2 | Ash | Seen throughout ![]() ![]() materials/effects/fleck_ash* and materials/effects/ember_swirling001 files from ep1_pak_dir.vpk and ship it with your game/map. |
|
3 | Snowfall | Seen in ![]() |
|
4 | Particle Rain | (in all games since ![]() |
Seen in Left 4 Dead's "No Mercy" campaign, CS:GO map ![]() Particle rain with slight mist and refraction. |
5 | Particle Ash | (in all games since ![]() |
Seen in in Left 4 Dead's "Dead Air" campaign. |
6 | Particle Rain Storm | (in all games since ![]() |
Seen in Left 4 Dead 2's "Hard Rain" and "The Passing" campaigns. Particle rain with no mist/refraction and more angled particles. Alpha values over 100 enable an additional flying leaves effect seen during the storm event. |
7 | Particle Snow | (in all games since ![]() |
Seen in ![]() ![]() |
7 | Particle Bugs | (only in ![]() |
Seen in Left 4 Dead 2's "Swamp Fever" campaign. Particle flying bugs. In later games, this value is used by Particle Snow instead. |
8 | Particle Smoke | (only in ![]() |
Seen in Left 4 Dead 2's "Dead Center" campaign. Particle smoke with variable density. |

Inputs
- Alpha <integer> !FGD
- Changes the density of the rain, and may add additional particle effects like fog or leaves. It accepts inputs from -1 to 255.
Related Console Commands
There are a number of console commands that control precipitation rendering. See the Precipitation issues page for details on various issues and workarounds involving this entity.
Command Name | Value | Description |
---|---|---|
r_RainParticleDensity ![]() ![]() |
<float> | Set the density to enable or disable any precipitation particle. Value 1 to enable and 0 to disable. |
r_rainalpha | <float> | Adjusts transparency of rain particles. |
r_rainProfile | <bool> | Displays stats on rain rendering costs. |
r_RainHack | <bool> | Overrides density values set in Hammer. Enabling will result in longer and more dense rain than at 100%. Can help solve visibility issues. ![]() |
r_rainspeed | <float> | Lower values will cause rain to disappear sooner and fall slower. Default value is 600.0f |
r_RainSideVel | <float> | Controls sideways movement of the rain particles. |
r_RainSimulate | <bool> | Toggles animation on the rain; freezes the rain when set to 0. |
r_rainwidth | <float> | Widens the rain's alpha to desired value. Default value is 0.5 |
r_RainRadius | <float> | Distance from the brush where the rain starts/stops rendering. |
r_rainlength | <float> | Changes the length of the rain particles. Default value is 0.1f |
r_RainSplashPercentage | <float> | Percent chance of splash particles spawning when a particle is used. |
r_raindensity | <float> | No function. Use r_RainParticleDensity instead. |
r_rainalphapow | <float> | Raises the value of r_rainalpha exponentially. ![]() |
Bugs and caveats

func_precipitation
brushes should not overlap func_smokevolume
brushes, as it can freeze the game. The exact cause of this is not clear.
