---
title: "3D Weather Effects"
package: "@phaser-ae/vfx3d-weather"
tier: Pro
version: 3.0.0-4
released: 2026-10-14
updated: 2026-10-19
description: "Twelve looping 3D weathers as volumes round the player, from rain, storms, snow, blizzards and hail to leaves, blossom, ash, sandstorms, fireflies and dust motes."
url: https://phaser.io/packs/vfx3d-weather
site: Phaser - https://phaser.io
---

# 3D Weather Effects

Twelve weathers for 3D games, each a volume of particles round a point rather than a painted sky. One effect that
follows the player gives weather everywhere, without simulating a world of it.

## What it does

The pack registers twelve named effects with the 3D particle system. Spawn one with
`game.particles3d.effect(name, { follow: player })`: a box over the player births the particles and the ground through
the player's feet catches them, and the box goes wherever the player goes. Every effect loops until it is killed, and
every one is prewarmed, so a scene starts mid-storm rather than with the first drops.

Each weather is more than its falling particles. Rain splashes and ripples where it lands; drizzle hangs over a low
mist; hail bounces in chips of ice; snow, leaves and blossom wander on a sway of their own; ash sifts down through
embers rising the other way; fireflies blink on their own beats. The storm, blizzard and sandstorm blow sideways, and
`yaw` turns their wind. The boxes run from 12 to 40 units across, about 30 for most: sized for a character seen from a
follow camera.

## Features

- **Rain** — `rain` with splashes and ripples, `drizzle` over a low mist, and `storm`, a downpour on a hard slant with
  spray blowing low.
- **Snow and ice** — `snow` on a slow sway, `blizzard` driven hard sideways under a white veil, and `hail` bouncing
  off the ground.
- **Falling things** — `leaves` tumbling on a gusty wind, `petals` of cherry blossom, and `ash` with rising embers.
- **Desert** — `sandstorm`, ochre haze rolling over the ground with streaming grains.
- **Still air** — `fireflies` blinking low over the ground, and `motes` hanging in a shaft of light.
- **Changing the weather** — `stop()` one so what is in the air finishes falling, then kill it and start the next.

## Good for

- **Open-world and adventure games** — rain over a city street, snow in a winter village, leaves in an autumn wood.
- **Survival games** — a blizzard on a mountain, a sandstorm in the desert, ash over a volcano.
- **Third-person action** — weather that follows the hero through every level.
- **Mood scenes** — fireflies over a meadow at dusk, blossom in a garden, dust in an old interior.

## Make it yours

Each weather takes a position or an object to follow, `scale` for sizes, speeds and the box together, and `yaw` for the
wind. A wider, taller blizzard is `blizzard` at `scale: 1.5`; a snowy clearing is `snow` spawned at a fixed point
instead of following anyone. Every effect is a plain `Vfx3dDef`, so a game retunes one by copying it from
`game.particles3d.defs` and registering the copy with `registerVfx3d`: lighter snow at half the rate, or rain without
its ripples for a forest floor.

## A quick look

Rain round the player, then a change of weather:

```ts
const rain = game.particles3d.effect('rain', { follow: player });
rain.stop();   // what is in the air finishes falling
rain.kill();
game.particles3d.effect('hail', { follow: player });
```

## Works with

- `particles-3d` and `particle-textures` — required: the runtime and the particle frames; `core-3d` includes both.
- `vfx3d-lightning` — the flash and the bolts a storm does not have.
- `particles-gpu-3d` with `vfx3d-fields` — tens of thousands to a million particles round the camera, for a whole sky
  of snow.
- `vfx-weather` — the 2D counterpart.

## Good to know

- The ground is the plane through the effect's point: rain and snow do not collide with roofs, trees or terrain, and on
  a slope the weather lands at the height of the player's feet.
- The weather exists only round its point, so a camera looking far away sees the edge of the box; fog hides it.
- The wind is a launch rather than a force, so it does not gust.
- The busiest weathers hold about 1,600 to 1,850 particles, and spawning one prewarms it for a few tens of
  milliseconds, so start the weather with the scene.

---

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