diff --git a/Assets/InteractionEngine/CommunicationEvents.cs b/Assets/InteractionEngine/CommunicationEvents.cs
index 3da1224d8aa975762fd29feb681b13990255854e..5df9d1b86627d946384c9f229328c1a7dd3a3644 100644
--- a/Assets/InteractionEngine/CommunicationEvents.cs
+++ b/Assets/InteractionEngine/CommunicationEvents.cs
@@ -66,6 +66,7 @@ public class ShinyEvent : UnityEvent<Fact> {
     //Event for stopping all previews -> Made When ToolMode is changed
     public static ShinyEvent StopPreviewsEvent = new ShinyEvent();
     public static ShinyEvent PushoutFactEvent = new ShinyEvent();
+    public static ShinyEvent PushoutFactFailEvent = new ShinyEvent();
 
 
 
diff --git a/Assets/InteractionEngine/ShinyThings.cs b/Assets/InteractionEngine/ShinyThings.cs
index d4d4a2ee2192c3c0d1ce660e526c5a51cb0d7a6a..7a246aca755dc78771e1bf6a19a787e190da8d93 100644
--- a/Assets/InteractionEngine/ShinyThings.cs
+++ b/Assets/InteractionEngine/ShinyThings.cs
@@ -18,6 +18,8 @@ public class ShinyThings : MonoBehaviour
     //Attributes for simulating the drawing of a line/curve
     public LineRenderer lineRenderer;
     private List<Vector3> linePositions = new List<Vector3>();
+    public Material linePreviewMaterial;
+    public Material anglePreviewMaterial;
 
     private bool lineDrawingActivated;
     private bool curveDrawingActivated;
@@ -33,8 +35,18 @@ public class ShinyThings : MonoBehaviour
     private GameObject extraHighlight;
     private bool timerActive { get; set; }
     private float timer { get; set; }
-    private float timerDuration = 5.0f;
-    private float timerDurationEnd = 2.5f;
+    private float timerDuration = 2.5f;
+    private float timerDurationEnd = 5.0f;
+    private int slowDownCount = 8;
+    private int slowDownCounter;
+    private bool[] slowDownSwitch;
+    private float simulationSpeed;
+    private Boolean pushoutFail;
+    public GameObject directionalLight;
+    private Color lightColor;
+    private Color tempColor;
+    private Color darkColor;
+    private Boolean factAnimationActive = false;
     private float speedSlowDown;
     public Material pushoutMaterial;
     private Material tempMaterial;
@@ -49,7 +61,12 @@ public void Start()
         CommunicationEvents.StopCurveDrawingEvent.AddListener(DeactivateCurveDrawing);
         CommunicationEvents.StopPreviewsEvent.AddListener(StopPreviews);
         CommunicationEvents.PushoutFactEvent.AddListener(StartPushoutFactHighlighting);
+        CommunicationEvents.PushoutFactFailEvent.AddListener(StartPushoutFactFailHighlighting);
         speedSlowDown = timerDurationEnd * 10;
+        lightColor = directionalLight.GetComponent<Light>().color;
+
+        slowDownSwitch = new bool[slowDownCount];
+        Array.Clear(slowDownSwitch, 0, slowDownSwitch.Length);
 
         this.timerActive = false;
         this.timer = 0;
@@ -77,26 +94,11 @@ public void Update()
         else if (this.curveDrawingActivated)
             UpdateCurveDrawing(this.transform.position);
 
-        //If the Timer is Active, check if timerDuration is reached and stop Pushout-Highlighting
+        //If the Timer is Active, check Pushout-Highlighting
         if (this.timerActive)
         {
             this.timer += Time.deltaTime;
-            if (this.timer >= this.timerDuration)
-            {
-                if (this.timer >= this.timerDuration + this.timerDurationEnd)
-                {
-                    this.timerActive = false;
-                    this.timer = 0;
-                    StopPushoutFactHighlighting();
-                }
-                else {
-                    var main = this.extraHighlight.transform.GetChild(0).GetComponent<ParticleSystem>().main;
-                    speedSlowDown -= Time.deltaTime * 10;
-                    main.startSpeed = speedSlowDown;
-                    main = this.extraHighlight.transform.GetChild(1).GetComponent<ParticleSystem>().main;
-                    main.startSpeed = speedSlowDown;
-                }
-            }
+            CheckPushoutHighlighting();
         }
     }
 
@@ -206,7 +208,7 @@ public void OnMouseOverFactEnd(Transform selection)
 
     public void StartPushoutFactHighlighting(Fact startFact) {
 
-        GameObject fireworksRepresentation = (GameObject)Resources.Load("Prefabs/Fireworks", typeof(GameObject));
+        GameObject fireworksRepresentation = (GameObject)Resources.Load("Prefabs/Fireworks_Animation", typeof(GameObject));
         highlightedPushoutFact = startFact;
 
         if (typeof(PointFact).IsInstanceOfType(highlightedPushoutFact))
@@ -234,6 +236,8 @@ public void StartPushoutFactHighlighting(Fact startFact) {
         }
 
         //Activate Timer
+        this.pushoutFail = false;
+        this.slowDownCounter = 0;
         this.timerActive = true;
     }
 
@@ -259,9 +263,116 @@ public void StopPushoutFactHighlighting() {
         this.extraHighlight = null;
     }
 
+    public void StartPushoutFactFailHighlighting(Fact startFact)
+    {
+        this.pushoutFail = true;
+        this.tempColor = this.lightColor;
+        this.darkColor = new Color(0.6f, 0.6f, 0.6f);
+        this.timerActive = true;
+    }
+
+    public void CheckPushoutHighlighting() {
+        //If the Pushout suceeded -> Fireworks-Animation
+        if (this.pushoutFail == false)
+        {
+            //Fireworks already started in StartPushoutFactHighlighting
+            if (this.timer >= this.timerDuration)
+            {
+                //After this.timerDuration+this.timerDurationEnd: Destroy Fireworks-Animation
+                if (this.timer >= this.timerDuration + this.timerDurationEnd)
+                {
+                    this.timerActive = false;
+                    this.timer = 0;
+                    StopPushoutFactHighlighting();
+                }
+                //After this.timerDuration: Slow Down Fireworks
+                else
+                {
+                    ParticleSystem main1 = this.extraHighlight.transform.GetChild(0).GetComponent<ParticleSystem>();
+                    ParticleSystem main2 = this.extraHighlight.transform.GetChild(1).GetComponent<ParticleSystem>();
+                    //Save StartSpeed when first slowing down
+                    if (this.slowDownCounter == 0)
+                        this.simulationSpeed = main1.main.simulationSpeed;
+                    slowDownAnimation(main1, main2);
+                }
+            }
+        }
+        //If the Pushout failed -> Rain-Animation
+        else
+        {
+            if (this.timer <= 0.5f * (this.timerDurationEnd))
+            {
+                //sky slowly gets dark
+                if (directionalLight.GetComponent<Light>().color.r > darkColor.r)
+                {
+                    tempColor.r -= Time.deltaTime/5;
+                    tempColor.g -= Time.deltaTime/5;
+                    tempColor.b -= Time.deltaTime/5;
+                    directionalLight.GetComponent<Light>().color = tempColor;
+                }
+
+            }
+            else if (this.timer <= 2.0f * this.timerDuration + 0.5f * this.timerDurationEnd)
+            {
+                //Rain-Animation starts
+                if (!factAnimationActive)
+                {
+                    GameObject RainRepresentation = (GameObject)Resources.Load("Prefabs/Rainmaker/RainPrefab", typeof(GameObject));
+                    RainRepresentation.transform.position = new Vector3(0, 40, 0);
+                    this.extraHighlight = GameObject.Instantiate(RainRepresentation);
+                    factAnimationActive = true;
+                }
+            }
+            //Rain-Animation stops and sky slowly gets bright again
+            else if (this.timer <= 2.0f * this.timerDuration + this.timerDurationEnd)
+            {
+                if (factAnimationActive)
+                {
+                    //Stop Rain
+                    GameObject.Destroy(this.extraHighlight);
+                    this.extraHighlight = null;
+                    factAnimationActive = false;
+                }
+                //sky slowly gets bright again
+                if (directionalLight.GetComponent<Light>().color.r <= lightColor.r)
+                {
+                    tempColor.r += Time.deltaTime/5;
+                    tempColor.g += Time.deltaTime/5;
+                    tempColor.b += Time.deltaTime/5;
+                    directionalLight.GetComponent<Light>().color = tempColor;
+                }
+            }
+            else
+            {
+                //Stop timer
+                this.timerActive = false;
+                this.timer = 0;
+            }
+        }
+    }
+
+    public void slowDownAnimation(ParticleSystem main1, ParticleSystem main2) {
+
+        if (this.timer <= this.timerDuration + (this.timerDurationEnd*((float)slowDownCounter+1.0f)/(float)slowDownCount))
+        {
+            if(slowDownSwitch[(int)((this.timer-this.timerDuration)/(this.timerDuration/(float)slowDownCount))] == false)
+                if (slowDownCounter < slowDownCount)
+                {
+                    var mainModule1 = main1.main;
+                    float speed = mainModule1.simulationSpeed;
+                    mainModule1.simulationSpeed = speed - (float)(this.simulationSpeed / (float)slowDownCount);
+                    var mainModule2 = main2.main;
+                    mainModule2.simulationSpeed = speed - (float)(this.simulationSpeed / (float)slowDownCount);
+
+                    slowDownSwitch[slowDownCounter] = true;
+                }
+        }
+    }
+
     public void ActivateLineDrawing(Fact startFact)
     {
         this.lineRenderer.positionCount = 2;
+        this.lineRenderer.material = this.linePreviewMaterial;
 
         lineRenderer.startWidth = 0.095f;
         lineRenderer.endWidth = 0.095f;
@@ -297,6 +408,7 @@ public void ActivateCurveDrawing(Fact startFact)
     {
         //In AngleMode with 3 Points we want to draw nearly a rectangle so we add a startPoint and an Endpoint to this preview
         this.lineRenderer.positionCount = curveDrawingVertexCount + 2;
+        this.lineRenderer.material = this.anglePreviewMaterial;
 
         lineRenderer.startWidth = 0.05f;
         lineRenderer.endWidth = 0.05f;
diff --git a/Assets/InventoryStuff/ScrollDetails.cs b/Assets/InventoryStuff/ScrollDetails.cs
index b75f37ac668c900214b3192f302cf079a7821d08..315f835485afb97b610cafd082ae3ad3c96bcd71 100644
--- a/Assets/InventoryStuff/ScrollDetails.cs
+++ b/Assets/InventoryStuff/ScrollDetails.cs
@@ -63,6 +63,7 @@ public void magicButton() {
         if (view.Equals(FAIL)) {
             Debug.Log("DAS HAT NICHT GEKLAPPT");
             //TODO: hier ne Art PopUp, wo drin steht, dass das nicht geklappt hat
+            CommunicationEvents.PushoutFactFailEvent.Invoke(null);
             return;
         }
         string ret = pushout(view);
diff --git a/Assets/Materials.meta b/Assets/Materials.meta
index e2526023e3b9e3892702a63b21b18320ee2b791b..7aeef0adff817bade26da32b054af0985149a81e 100644
--- a/Assets/Materials.meta
+++ b/Assets/Materials.meta
@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: af884160dfa53d143be7e79945c14dec
+guid: f173bbdb5608a24449d9144d5bab03b3
 folderAsset: yes
 DefaultImporter:
   externalObjects: {}
diff --git a/Assets/Resources/Prefabs/Fireworks.prefab b/Assets/Resources/Prefabs/Fireworks_Animation.prefab
similarity index 99%
rename from Assets/Resources/Prefabs/Fireworks.prefab
rename to Assets/Resources/Prefabs/Fireworks_Animation.prefab
index 6c615b46edfac081afcdf4ec6dbba559b45bb406..16d3158f84287efdf76df06722ea3e4ea4ef2948 100644
--- a/Assets/Resources/Prefabs/Fireworks.prefab
+++ b/Assets/Resources/Prefabs/Fireworks_Animation.prefab
@@ -4723,7 +4723,7 @@ GameObject:
   - component: {fileID: 680201779562177008}
   - component: {fileID: 680201779562177009}
   m_Layer: 0
-  m_Name: Fireworks
+  m_Name: Fireworks_Animation
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -20427,11 +20427,11 @@ ParticleSystem:
     flipU: 0
     flipV: 0
   VelocityModule:
-    enabled: 0
+    enabled: 1
     x:
       serializedVersion: 2
-      minMaxState: 0
-      scalar: 0
+      minMaxState: 1
+      scalar: 1
       minScalar: 0
       maxCurve:
         serializedVersion: 2
@@ -20483,8 +20483,8 @@ ParticleSystem:
         m_RotationOrder: 4
     y:
       serializedVersion: 2
-      minMaxState: 0
-      scalar: 0
+      minMaxState: 1
+      scalar: 1
       minScalar: 0
       maxCurve:
         serializedVersion: 2
@@ -20536,8 +20536,8 @@ ParticleSystem:
         m_RotationOrder: 4
     z:
       serializedVersion: 2
-      minMaxState: 0
-      scalar: 0
+      minMaxState: 1
+      scalar: 1
       minScalar: 0
       maxCurve:
         serializedVersion: 2
diff --git a/Assets/Resources/Prefabs/Fireworks.prefab.meta b/Assets/Resources/Prefabs/Fireworks_Animation.prefab.meta
similarity index 100%
rename from Assets/Resources/Prefabs/Fireworks.prefab.meta
rename to Assets/Resources/Prefabs/Fireworks_Animation.prefab.meta
diff --git a/Assets/Resources/Prefabs/Rainmaker.meta b/Assets/Resources/Prefabs/Rainmaker.meta
new file mode 100644
index 0000000000000000000000000000000000000000..5ca341b3fe19828919290ff4462831f1feb89b1a
--- /dev/null
+++ b/Assets/Resources/Prefabs/Rainmaker.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: cb9d2f5a4287d30499ef1531e4fee7e7
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Resources/Prefabs/Rainmaker/BaseRainScript.cs b/Assets/Resources/Prefabs/Rainmaker/BaseRainScript.cs
new file mode 100644
index 0000000000000000000000000000000000000000..fd2c71088f2ac722b6eaf944d2af6006fafb563f
--- /dev/null
+++ b/Assets/Resources/Prefabs/Rainmaker/BaseRainScript.cs
@@ -0,0 +1,362 @@
+//
+// Rain Maker (c) 2015 Digital Ruby, LLC
+// http://www.digitalruby.com
+//
+
+
+using System;
+using System.Collections;
+using System.Collections.Generic;
+
+using UnityEngine;
+using UnityEngine.Audio;
+
+namespace DigitalRuby.RainMaker
+{
+    public class BaseRainScript : MonoBehaviour
+    {
+        [Tooltip("Camera the rain should hover over, defaults to main camera")]
+        public Camera Camera;
+
+        [Tooltip("Whether rain should follow the camera. If false, rain must be moved manually and will not follow the camera.")]
+        public bool FollowCamera = true;
+
+        [Tooltip("Light rain looping clip")]
+        public AudioClip RainSoundLight;
+
+        [Tooltip("Medium rain looping clip")]
+        public AudioClip RainSoundMedium;
+
+        [Tooltip("Heavy rain looping clip")]
+        public AudioClip RainSoundHeavy;
+
+        [Tooltip("AudoMixer used for the rain sound")]
+        public AudioMixerGroup RainSoundAudioMixer;
+
+        [Tooltip("Intensity of rain (0-1)")]
+        [Range(0.0f, 1.0f)]
+        public float RainIntensity;
+
+        [Tooltip("Rain particle system")]
+        public ParticleSystem RainFallParticleSystem;
+
+        [Tooltip("Particles system for when rain hits something")]
+        public ParticleSystem RainExplosionParticleSystem;
+
+        [Tooltip("Particle system to use for rain mist")]
+        public ParticleSystem RainMistParticleSystem;
+
+        [Tooltip("The threshold for intensity (0 - 1) at which mist starts to appear")]
+        [Range(0.0f, 1.0f)]
+        public float RainMistThreshold = 0.5f;
+
+        [Tooltip("Wind looping clip")]
+        public AudioClip WindSound;
+
+        [Tooltip("Wind sound volume modifier, use this to lower your sound if it's too loud.")]
+        public float WindSoundVolumeModifier = 0.5f;
+
+        [Tooltip("Wind zone that will affect and follow the rain")]
+        public WindZone WindZone;
+
+        [Tooltip("X = minimum wind speed. Y = maximum wind speed. Z = sound multiplier. Wind speed is divided by Z to get sound multiplier value. Set Z to lower than Y to increase wind sound volume, or higher to decrease wind sound volume.")]
+        public Vector3 WindSpeedRange = new Vector3(50.0f, 500.0f, 500.0f);
+
+        [Tooltip("How often the wind speed and direction changes (minimum and maximum change interval in seconds)")]
+        public Vector2 WindChangeInterval = new Vector2(5.0f, 30.0f);
+
+        [Tooltip("Whether wind should be enabled.")]
+        public bool EnableWind = true;
+
+        protected LoopingAudioSource audioSourceRainLight;
+        protected LoopingAudioSource audioSourceRainMedium;
+        protected LoopingAudioSource audioSourceRainHeavy;
+        protected LoopingAudioSource audioSourceRainCurrent;
+        protected LoopingAudioSource audioSourceWind;
+        protected Material rainMaterial;
+        protected Material rainExplosionMaterial;
+        protected Material rainMistMaterial;
+
+        private float lastRainIntensityValue = -1.0f;
+        private float nextWindTime;
+
+        private void UpdateWind()
+        {
+            if (EnableWind && WindZone != null && WindSpeedRange.y > 1.0f)
+            {
+                WindZone.gameObject.SetActive(true);
+                if (FollowCamera)
+                {
+                    WindZone.transform.position = Camera.transform.position;
+                }
+                if (!Camera.orthographic)
+                {
+                    WindZone.transform.Translate(0.0f, WindZone.radius, 0.0f);
+                }
+                if (nextWindTime < Time.time)
+                {
+                    WindZone.windMain = UnityEngine.Random.Range(WindSpeedRange.x, WindSpeedRange.y);
+                    WindZone.windTurbulence = UnityEngine.Random.Range(WindSpeedRange.x, WindSpeedRange.y);
+                    if (Camera.orthographic)
+                    {
+                        int val = UnityEngine.Random.Range(0, 2);
+                        WindZone.transform.rotation = Quaternion.Euler(0.0f, (val == 0 ? 90.0f : -90.0f), 0.0f);
+                    }
+                    else
+                    {
+                        WindZone.transform.rotation = Quaternion.Euler(UnityEngine.Random.Range(-30.0f, 30.0f), UnityEngine.Random.Range(0.0f, 360.0f), 0.0f);
+                    }
+                    nextWindTime = Time.time + UnityEngine.Random.Range(WindChangeInterval.x, WindChangeInterval.y);
+                    audioSourceWind.Play((WindZone.windMain / WindSpeedRange.z) * WindSoundVolumeModifier);
+                }
+            }
+            else
+            {
+                if (WindZone != null)
+                {
+                    WindZone.gameObject.SetActive(false);
+                }
+                audioSourceWind.Stop();
+            }
+
+            audioSourceWind.Update();
+        }
+
+        private void CheckForRainChange()
+        {
+            if (lastRainIntensityValue != RainIntensity)
+            {
+                lastRainIntensityValue = RainIntensity;
+                if (RainIntensity <= 0.01f)
+                {
+                    if (audioSourceRainCurrent != null)
+                    {
+                        audioSourceRainCurrent.Stop();
+                        audioSourceRainCurrent = null;
+                    }
+                    if (RainFallParticleSystem != null)
+                    {
+                        ParticleSystem.EmissionModule e = RainFallParticleSystem.emission;
+                        e.enabled = false;
+                        RainFallParticleSystem.Stop();
+                    }
+                    if (RainMistParticleSystem != null)
+                    {
+                        ParticleSystem.EmissionModule e = RainMistParticleSystem.emission;
+                        e.enabled = false;
+                        RainMistParticleSystem.Stop();
+                    }
+                }
+                else
+                {
+                    LoopingAudioSource newSource;
+                    if (RainIntensity >= 0.67f)
+                    {
+                        newSource = audioSourceRainHeavy;
+                    }
+                    else if (RainIntensity >= 0.33f)
+                    {
+                        newSource = audioSourceRainMedium;
+                    }
+                    else
+                    {
+                        newSource = audioSourceRainLight;
+                    }
+                    if (audioSourceRainCurrent != newSource)
+                    {
+                        if (audioSourceRainCurrent != null)
+                        {
+                            audioSourceRainCurrent.Stop();
+                        }
+                        audioSourceRainCurrent = newSource;
+                        audioSourceRainCurrent.Play(1.0f);
+                    }
+                    if (RainFallParticleSystem != null)
+                    {
+                        ParticleSystem.EmissionModule e = RainFallParticleSystem.emission;
+                        e.enabled = RainFallParticleSystem.GetComponent<Renderer>().enabled = true;
+                        if (!RainFallParticleSystem.isPlaying)
+                        {
+                            RainFallParticleSystem.Play();
+                        }
+                        ParticleSystem.MinMaxCurve rate = e.rateOverTime;
+                        rate.mode = ParticleSystemCurveMode.Constant;
+                        rate.constantMin = rate.constantMax = RainFallEmissionRate();
+                        e.rateOverTime = rate;
+                    }
+                    if (RainMistParticleSystem != null)
+                    {
+                        ParticleSystem.EmissionModule e = RainMistParticleSystem.emission;
+                        e.enabled = RainMistParticleSystem.GetComponent<Renderer>().enabled = true;
+                        if (!RainMistParticleSystem.isPlaying)
+                        {
+                            RainMistParticleSystem.Play();
+                        }
+                        float emissionRate;
+                        if (RainIntensity < RainMistThreshold)
+                        {
+                            emissionRate = 0.0f;
+                        }
+                        else
+                        {
+                            // must have RainMistThreshold or higher rain intensity to start seeing mist
+                            emissionRate = MistEmissionRate();
+                        }
+                        ParticleSystem.MinMaxCurve rate = e.rateOverTime;
+                        rate.mode = ParticleSystemCurveMode.Constant;
+                        rate.constantMin = rate.constantMax = emissionRate;
+                        e.rateOverTime = rate;
+                    }
+                }
+            }
+        }
+
+        protected virtual void Start()
+        {
+
+#if DEBUG
+
+            if (RainFallParticleSystem == null)
+            {
+                Debug.LogError("Rain fall particle system must be set to a particle system");
+                return;
+            }
+
+#endif
+
+            if (Camera == null)
+            {
+                Camera = Camera.main;
+            }
+
+            audioSourceRainLight = new LoopingAudioSource(this, RainSoundLight, RainSoundAudioMixer);
+            audioSourceRainMedium = new LoopingAudioSource(this, RainSoundMedium, RainSoundAudioMixer);
+            audioSourceRainHeavy = new LoopingAudioSource(this, RainSoundHeavy, RainSoundAudioMixer);
+            audioSourceWind = new LoopingAudioSource(this, WindSound, RainSoundAudioMixer);
+
+            if (RainFallParticleSystem != null)
+            {
+                ParticleSystem.EmissionModule e = RainFallParticleSystem.emission;
+                e.enabled = false;
+                Renderer rainRenderer = RainFallParticleSystem.GetComponent<Renderer>();
+                rainRenderer.enabled = false;
+                rainMaterial = new Material(rainRenderer.material);
+                rainMaterial.EnableKeyword("SOFTPARTICLES_OFF");
+                rainRenderer.material = rainMaterial;
+            }
+            if (RainExplosionParticleSystem != null)
+            {
+                ParticleSystem.EmissionModule e = RainExplosionParticleSystem.emission;
+                e.enabled = false;
+                Renderer rainRenderer = RainExplosionParticleSystem.GetComponent<Renderer>();
+                rainExplosionMaterial = new Material(rainRenderer.material);
+                rainExplosionMaterial.EnableKeyword("SOFTPARTICLES_OFF");
+                rainRenderer.material = rainExplosionMaterial;
+            }
+            if (RainMistParticleSystem != null)
+            {
+                ParticleSystem.EmissionModule e = RainMistParticleSystem.emission;
+                e.enabled = false;
+                Renderer rainRenderer = RainMistParticleSystem.GetComponent<Renderer>();
+                rainRenderer.enabled = false;
+                rainMistMaterial = new Material(rainRenderer.material);
+                if (UseRainMistSoftParticles)
+                {
+                    rainMistMaterial.EnableKeyword("SOFTPARTICLES_ON");
+                }
+                else
+                {
+                    rainMistMaterial.EnableKeyword("SOFTPARTICLES_OFF");
+                }
+                rainRenderer.material = rainMistMaterial;
+            }
+        }
+
+        protected virtual void Update()
+        {
+
+#if DEBUG
+
+            if (RainFallParticleSystem == null)
+            {
+                Debug.LogError("Rain fall particle system must be set to a particle system");
+                return;
+            }
+
+#endif
+
+            CheckForRainChange();
+            UpdateWind();
+            audioSourceRainLight.Update();
+            audioSourceRainMedium.Update();
+            audioSourceRainHeavy.Update();
+        }
+
+        protected virtual float RainFallEmissionRate()
+        {
+            return (RainFallParticleSystem.main.maxParticles / RainFallParticleSystem.main.startLifetime.constant) * RainIntensity;
+        }
+
+        protected virtual float MistEmissionRate()
+        {
+            return (RainMistParticleSystem.main.maxParticles / RainMistParticleSystem.main.startLifetime.constant) * RainIntensity * RainIntensity;
+        }
+
+        protected virtual bool UseRainMistSoftParticles
+        {
+            get
+            {
+                return true;
+            }
+        }
+    }
+
+    /// <summary>
+    /// Provides an easy wrapper to looping audio sources with nice transitions for volume when starting and stopping
+    /// </summary>
+    public class LoopingAudioSource
+    {
+        public AudioSource AudioSource { get; private set; }
+        public float TargetVolume { get; private set; }
+
+        public LoopingAudioSource(MonoBehaviour script, AudioClip clip, AudioMixerGroup mixer)
+        {
+            AudioSource = script.gameObject.AddComponent<AudioSource>();
+
+            if (mixer != null)
+            {
+                AudioSource.outputAudioMixerGroup = mixer;
+            }
+
+            AudioSource.loop = true;
+            AudioSource.clip = clip;
+            AudioSource.playOnAwake = false;
+            AudioSource.volume = 0.0f;
+            AudioSource.Stop();
+            TargetVolume = 1.0f;
+        }
+
+        public void Play(float targetVolume)
+        {
+            if (!AudioSource.isPlaying)
+            {
+                AudioSource.volume = 0.0f;
+                AudioSource.Play();
+            }
+            TargetVolume = targetVolume;
+        }
+
+        public void Stop()
+        {
+            TargetVolume = 0.0f;
+        }
+
+        public void Update()
+        {
+            if (AudioSource.isPlaying && (AudioSource.volume = Mathf.Lerp(AudioSource.volume, TargetVolume, Time.deltaTime)) == 0.0f)
+            {
+                AudioSource.Stop();
+            }
+        }
+    }
+}
\ No newline at end of file
diff --git a/Assets/Resources/Prefabs/Rainmaker/BaseRainScript.cs.meta b/Assets/Resources/Prefabs/Rainmaker/BaseRainScript.cs.meta
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diff --git a/Assets/Resources/Prefabs/Rainmaker/RainCollision.cs b/Assets/Resources/Prefabs/Rainmaker/RainCollision.cs
new file mode 100644
index 0000000000000000000000000000000000000000..f91bcd1415fefb04eb396b73c54fd172fe562417
--- /dev/null
+++ b/Assets/Resources/Prefabs/Rainmaker/RainCollision.cs
@@ -0,0 +1,64 @@
+//
+// Rain Maker (c) 2016 Digital Ruby, LLC
+// http://www.digitalruby.com
+//
+
+using UnityEngine;
+using System.Collections.Generic;
+
+namespace DigitalRuby.RainMaker
+{
+    public class RainCollision : MonoBehaviour
+    {
+        private static readonly Color32 color = new Color32(255, 255, 255, 255);
+        private readonly List<ParticleCollisionEvent> collisionEvents = new List<ParticleCollisionEvent>();
+
+        public ParticleSystem RainExplosion;
+        public ParticleSystem RainParticleSystem;
+
+        private void Start()
+        {
+
+        }
+
+        private void Update()
+        {
+
+        }
+
+        private void Emit(ParticleSystem p, ref Vector3 pos)
+        {
+            int count = UnityEngine.Random.Range(2, 5);
+            while (count != 0)
+            {
+                float yVelocity = UnityEngine.Random.Range(1.0f, 3.0f);
+                float zVelocity = UnityEngine.Random.Range(-2.0f, 2.0f);
+                float xVelocity = UnityEngine.Random.Range(-2.0f, 2.0f);
+                const float lifetime = 0.75f;// UnityEngine.Random.Range(0.25f, 0.75f);
+                float size = UnityEngine.Random.Range(0.05f, 0.1f);
+                ParticleSystem.EmitParams param = new ParticleSystem.EmitParams();
+                param.position = pos;
+                param.velocity = new Vector3(xVelocity, yVelocity, zVelocity);
+                param.startLifetime = lifetime;
+                param.startSize = size;
+                param.startColor = color;
+                p.Emit(param, 1);
+                count--;
+            }
+        }
+
+        private void OnParticleCollision(GameObject obj)
+        {
+            if (RainExplosion != null && RainParticleSystem != null)
+            {
+                int count = RainParticleSystem.GetCollisionEvents(obj, collisionEvents);
+                for (int i = 0; i < count; i++)
+                {
+                    ParticleCollisionEvent evt = collisionEvents[i];
+                    Vector3 pos = evt.intersection;
+                    Emit(RainExplosion, ref pos);
+                }
+            }
+        }
+    }
+}
\ No newline at end of file
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diff --git a/Assets/Resources/Prefabs/Rainmaker/RainPrefab2D.prefab.meta b/Assets/Resources/Prefabs/Rainmaker/RainPrefab2D.prefab.meta
new file mode 100644
index 0000000000000000000000000000000000000000..9797fd1d3b0d422ac272b08c76ba65a81f9aa5a4
--- /dev/null
+++ b/Assets/Resources/Prefabs/Rainmaker/RainPrefab2D.prefab.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Resources/Prefabs/Rainmaker/RainScript.cs b/Assets/Resources/Prefabs/Rainmaker/RainScript.cs
new file mode 100644
index 0000000000000000000000000000000000000000..1436ffa0f54f24e52764c5ef55ce50687d313ae6
--- /dev/null
+++ b/Assets/Resources/Prefabs/Rainmaker/RainScript.cs
@@ -0,0 +1,72 @@
+//
+// Rain Maker (c) 2015 Digital Ruby, LLC
+// http://www.digitalruby.com
+//
+
+using UnityEngine;
+using System.Collections;
+
+namespace DigitalRuby.RainMaker
+{
+    public class RainScript : BaseRainScript
+    {
+        [Tooltip("The height above the camera that the rain will start falling from")]
+        public float RainHeight = 25.0f;
+
+        [Tooltip("How far the rain particle system is ahead of the player")]
+        public float RainForwardOffset = -7.0f;
+
+        [Tooltip("The top y value of the mist particles")]
+        public float RainMistHeight = 3.0f;
+
+        private void UpdateRain()
+        {
+            // keep rain and mist above the player
+            if (RainFallParticleSystem != null)
+            {
+                if (FollowCamera)
+                {
+                    var s = RainFallParticleSystem.shape;
+                    s.shapeType = ParticleSystemShapeType.ConeVolume;
+                    RainFallParticleSystem.transform.position = Camera.transform.position;
+                    RainFallParticleSystem.transform.Translate(0.0f, RainHeight, RainForwardOffset);
+                    RainFallParticleSystem.transform.rotation = Quaternion.Euler(0.0f, Camera.transform.rotation.eulerAngles.y, 0.0f);
+                    if (RainMistParticleSystem != null)
+                    {
+                        var s2 = RainMistParticleSystem.shape;
+                        s2.shapeType = ParticleSystemShapeType.Hemisphere;
+                        Vector3 pos = Camera.transform.position;
+                        pos.y += RainMistHeight;
+                        RainMistParticleSystem.transform.position = pos;
+                    }
+                }
+                else
+                {
+                    var s = RainFallParticleSystem.shape;
+                    s.shapeType = ParticleSystemShapeType.Box;
+                    if (RainMistParticleSystem != null)
+                    {
+                        var s2 = RainMistParticleSystem.shape;
+                        s2.shapeType = ParticleSystemShapeType.Box;
+                        Vector3 pos = RainFallParticleSystem.transform.position;
+                        pos.y += RainMistHeight;
+                        pos.y -= RainHeight;
+                        RainMistParticleSystem.transform.position = pos;
+                    }
+                }
+            }
+        }
+
+        protected override void Start()
+        {
+            base.Start();
+        }
+
+        protected override void Update()
+        {
+            base.Update();
+
+            UpdateRain();
+        }
+    }
+}
\ No newline at end of file
diff --git a/Assets/Resources/Prefabs/Rainmaker/RainScript.cs.meta b/Assets/Resources/Prefabs/Rainmaker/RainScript.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..9b67beeddce294a8700ccc7aee2ece8a3a8db05d
--- /dev/null
+++ b/Assets/Resources/Prefabs/Rainmaker/RainScript.cs.meta
@@ -0,0 +1,31 @@
+fileFormatVersion: 2
+guid: 6ff5b1f04dece7440b6f0886ee13f147
+labels:
+- Weather
+- Rain
+- Light
+- Mist
+- Sound
+- Looping
+- Wind
+- Seamless
+- Fade
+timeCreated: 1454365282
+licenseType: Store
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences:
+  - Camera: {instanceID: 0}
+  - RainSoundLight: {fileID: 8300000, guid: c980eda1ec9b9ff4b930005976b00f41, type: 3}
+  - RainSoundMedium: {fileID: 8300000, guid: 3359e9d10af08ca46ae396298dbd1ed9, type: 3}
+  - RainSoundHeavy: {fileID: 8300000, guid: db1471092e49b7445bfbd374a17ea61a, type: 3}
+  - RainFallParticleSystem: {instanceID: 0}
+  - RainExplosionParticleSystem: {instanceID: 0}
+  - RainMistParticleSystem: {instanceID: 0}
+  - WindSound: {instanceID: 0}
+  - WindZone: {instanceID: 0}
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Resources/Prefabs/Rainmaker/RainScript2D.cs b/Assets/Resources/Prefabs/Rainmaker/RainScript2D.cs
new file mode 100644
index 0000000000000000000000000000000000000000..e732696bae7d000de5206d8247f1351f061a29ce
--- /dev/null
+++ b/Assets/Resources/Prefabs/Rainmaker/RainScript2D.cs
@@ -0,0 +1,222 @@
+//
+// Rain Maker (c) 2015 Digital Ruby, LLC
+// http://www.digitalruby.com
+//
+
+using UnityEngine;
+using System.Collections;
+
+namespace DigitalRuby.RainMaker
+{
+    public class RainScript2D : BaseRainScript
+    {
+        private static readonly Color32 explosionColor = new Color32(255, 255, 255, 255);
+
+        private float cameraMultiplier = 1.0f;
+        private Bounds visibleBounds = new Bounds();
+        private float yOffset;
+        private float visibleWorldWidth;
+        private float initialEmissionRain;
+        private Vector2 initialStartSpeedRain;
+        private Vector2 initialStartSizeRain;
+        private Vector2 initialStartSpeedMist;
+        private Vector2 initialStartSizeMist;
+        private Vector2 initialStartSpeedExplosion;
+        private Vector2 initialStartSizeExplosion;
+        private readonly ParticleSystem.Particle[] particles = new ParticleSystem.Particle[2048];
+
+        [Tooltip("The starting y offset for rain and mist. This will be offset as a percentage of visible height from the top of the visible world.")]
+        public float RainHeightMultiplier = 0.15f;
+
+        [Tooltip("The total width of the rain and mist as a percentage of visible width")]
+        public float RainWidthMultiplier = 1.5f;
+
+        [Tooltip("Collision mask for the rain particles")]
+        public LayerMask CollisionMask = -1;
+
+        [Tooltip("Lifetime to assign to rain particles that have collided. 0 for instant death. This can allow the rain to penetrate a little bit beyond the collision point.")]
+        [Range(0.0f, 0.5f)]
+        public float CollisionLifeTimeRain = 0.02f;
+
+        [Tooltip("Multiply the velocity of any mist colliding by this amount")]
+        [Range(0.0f, 0.99f)]
+        public float RainMistCollisionMultiplier = 0.75f;
+
+        private void EmitExplosion(ref Vector3 pos)
+        {
+            int count = UnityEngine.Random.Range(2, 5);
+            while (count != 0)
+            {
+                float xVelocity = UnityEngine.Random.Range(-2.0f, 2.0f) * cameraMultiplier;
+                float yVelocity = UnityEngine.Random.Range(1.0f, 3.0f) * cameraMultiplier;
+                float lifetime = UnityEngine.Random.Range(0.1f, 0.2f);
+                float size = UnityEngine.Random.Range(0.05f, 0.1f) * cameraMultiplier;
+                ParticleSystem.EmitParams param = new ParticleSystem.EmitParams();
+                param.position = pos;
+                param.velocity = new Vector3(xVelocity, yVelocity, 0.0f);
+                param.startLifetime = lifetime;
+                param.startSize = size;
+                param.startColor = explosionColor;
+                RainExplosionParticleSystem.Emit(param, 1);
+                count--;
+            }
+        }
+
+        private void TransformParticleSystem(ParticleSystem p, Vector2 initialStartSpeed, Vector2 initialStartSize)
+        {
+            if (p == null)
+            {
+                return;
+            }
+            if (FollowCamera)
+            {
+                p.transform.position = new Vector3(Camera.transform.position.x, visibleBounds.max.y + yOffset, p.transform.position.z);
+            }
+            else
+            {
+                p.transform.position = new Vector3(p.transform.position.x, visibleBounds.max.y + yOffset, p.transform.position.z);
+            }
+            p.transform.localScale = new Vector3(visibleWorldWidth * RainWidthMultiplier, 1.0f, 1.0f);
+            var m = p.main;
+            var speed = m.startSpeed;
+            var size = m.startSize;
+            speed.constantMin = initialStartSpeed.x * cameraMultiplier;
+            speed.constantMax = initialStartSpeed.y * cameraMultiplier;
+            size.constantMin = initialStartSize.x * cameraMultiplier;
+            size.constantMax = initialStartSize.y * cameraMultiplier;
+            m.startSpeed = speed;
+            m.startSize = size;
+        }
+
+        private void CheckForCollisionsRainParticles()
+        {
+            int count = 0;
+            bool changes = false;
+
+            if (CollisionMask != 0)
+            {
+                count = RainFallParticleSystem.GetParticles(particles);
+                RaycastHit2D hit;
+
+                for (int i = 0; i < count; i++)
+                {
+                    Vector3 pos = particles[i].position + RainFallParticleSystem.transform.position;
+                    hit = Physics2D.Raycast(pos, particles[i].velocity.normalized, particles[i].velocity.magnitude * Time.deltaTime);
+                    if (hit.collider != null && ((1 << hit.collider.gameObject.layer) & CollisionMask) != 0)
+                    {
+                        if (CollisionLifeTimeRain == 0.0f)
+                        {
+                            particles[i].remainingLifetime = 0.0f;
+                        }
+                        else
+                        {
+                            particles[i].remainingLifetime = Mathf.Min(particles[i].remainingLifetime, UnityEngine.Random.Range(CollisionLifeTimeRain * 0.5f, CollisionLifeTimeRain * 2.0f));
+                            pos += (particles[i].velocity * Time.deltaTime);
+                        }
+                        changes = true;
+                    }
+                }
+            }
+
+            if (RainExplosionParticleSystem != null)
+            {
+                if (count == 0)
+                {
+                    count = RainFallParticleSystem.GetParticles(particles);
+                }
+                for (int i = 0; i < count; i++)
+                {
+                    if (particles[i].remainingLifetime < 0.24f)
+                    {
+                        Vector3 pos = particles[i].position + RainFallParticleSystem.transform.position;
+                        EmitExplosion(ref pos);
+                    }
+                }
+            }
+            if (changes)
+            {
+                RainFallParticleSystem.SetParticles(particles, count);
+            }
+        }
+
+        private void CheckForCollisionsMistParticles()
+        {
+            if (RainMistParticleSystem == null || CollisionMask == 0)
+            {
+                return;
+            }
+
+            int count = RainMistParticleSystem.GetParticles(particles);
+            bool changes = false;
+            RaycastHit2D hit;
+
+            for (int i = 0; i < count; i++)
+            {
+                Vector3 pos = particles[i].position + RainMistParticleSystem.transform.position;
+                hit = Physics2D.Raycast(pos, particles[i].velocity.normalized, particles[i].velocity.magnitude* Time.deltaTime, CollisionMask);
+                if (hit.collider != null)
+                {
+                    particles[i].velocity *= RainMistCollisionMultiplier;
+                    changes = true;
+                }
+            }
+
+            if (changes)
+            {
+                RainMistParticleSystem.SetParticles(particles, count);
+            }
+        }
+
+        protected override void Start()
+        {
+            base.Start();
+
+            initialEmissionRain = RainFallParticleSystem.emission.rateOverTime.constant;
+            initialStartSpeedRain = new Vector2(RainFallParticleSystem.main.startSpeed.constantMin, RainFallParticleSystem.main.startSpeed.constantMax);
+            initialStartSizeRain = new Vector2(RainFallParticleSystem.main.startSize.constantMin, RainFallParticleSystem.main.startSize.constantMax);
+
+            if (RainMistParticleSystem != null)
+            {
+                initialStartSpeedMist = new Vector2(RainMistParticleSystem.main.startSpeed.constantMin, RainMistParticleSystem.main.startSpeed.constantMax);
+                initialStartSizeMist = new Vector2(RainMistParticleSystem.main.startSize.constantMin, RainMistParticleSystem.main.startSize.constantMax);
+            }
+
+            if (RainExplosionParticleSystem != null)
+            {
+                initialStartSpeedExplosion = new Vector2(RainExplosionParticleSystem.main.startSpeed.constantMin, RainExplosionParticleSystem.main.startSpeed.constantMax);
+                initialStartSizeExplosion = new Vector2(RainExplosionParticleSystem.main.startSize.constantMin, RainExplosionParticleSystem.main.startSize.constantMax);
+            }
+        }
+
+        protected override void Update()
+        {
+            base.Update();
+
+            cameraMultiplier = (Camera.orthographicSize * 0.25f);
+            visibleBounds.min = Camera.main.ViewportToWorldPoint(Vector3.zero);
+            visibleBounds.max = Camera.main.ViewportToWorldPoint(Vector3.one);
+            visibleWorldWidth = visibleBounds.size.x;
+            yOffset = (visibleBounds.max.y - visibleBounds.min.y) * RainHeightMultiplier;
+
+            TransformParticleSystem(RainFallParticleSystem, initialStartSpeedRain, initialStartSizeRain);
+            TransformParticleSystem(RainMistParticleSystem, initialStartSpeedMist, initialStartSizeMist);
+            TransformParticleSystem(RainExplosionParticleSystem, initialStartSpeedExplosion, initialStartSizeExplosion);
+
+            CheckForCollisionsRainParticles();
+            CheckForCollisionsMistParticles();
+        }
+
+        protected override float RainFallEmissionRate()
+        {
+            return initialEmissionRain * RainIntensity;
+        }
+
+        protected override bool UseRainMistSoftParticles
+        {
+            get
+            {
+                return false;
+            }
+        }
+    }
+}
\ No newline at end of file
diff --git a/Assets/Resources/Prefabs/Rainmaker/RainScript2D.cs.meta b/Assets/Resources/Prefabs/Rainmaker/RainScript2D.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..81740907e8f866514ac66904709aaa025b4fb921
--- /dev/null
+++ b/Assets/Resources/Prefabs/Rainmaker/RainScript2D.cs.meta
@@ -0,0 +1,21 @@
+fileFormatVersion: 2
+guid: 340901a9d8d97bd43abdfe247e210193
+timeCreated: 1454365387
+licenseType: Store
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences:
+  - Camera: {instanceID: 0}
+  - RainSoundLight: {fileID: 8300000, guid: c980eda1ec9b9ff4b930005976b00f41, type: 3}
+  - RainSoundMedium: {fileID: 8300000, guid: 3359e9d10af08ca46ae396298dbd1ed9, type: 3}
+  - RainSoundHeavy: {fileID: 8300000, guid: db1471092e49b7445bfbd374a17ea61a, type: 3}
+  - RainFallParticleSystem: {instanceID: 0}
+  - RainExplosionParticleSystem: {instanceID: 0}
+  - RainMistParticleSystem: {instanceID: 0}
+  - WindSound: {instanceID: 0}
+  - WindZone: {instanceID: 0}
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Resources/Prefabs/Rainmaker/RainShader.shader b/Assets/Resources/Prefabs/Rainmaker/RainShader.shader
new file mode 100644
index 0000000000000000000000000000000000000000..3b86a7d0d578905062e277753c5d1699ed6bd0bb
--- /dev/null
+++ b/Assets/Resources/Prefabs/Rainmaker/RainShader.shader
@@ -0,0 +1,149 @@
+//
+// Rain Maker (c) 2015 Digital Ruby, LLC
+// http://www.digitalruby.com
+//
+
+Shader "Custom/RainShader"
+{
+    Properties
+	{
+		_MainTex ("Color (RGB) Alpha (A)", 2D) = "gray" {}
+		_TintColor ("Tint Color (RGB)", Color) = (1, 1, 1, 1)
+		_PointSpotLightMultiplier ("Point/Spot Light Multiplier", Range (0, 10)) = 2
+		_DirectionalLightMultiplier ("Directional Light Multiplier", Range (0, 10)) = 1
+		_InvFade ("Soft Particles Factor", Range(0.01, 100.0)) = 1.0
+		_AmbientLightMultiplier ("Ambient light multiplier", Range(0, 1)) = 0.25
+    }
+
+    SubShader
+	{
+        Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "LightMode"="Vertex" }
+		LOD 100
+
+        Pass
+		{
+			ZWrite Off
+			Cull Back
+            Lighting On     
+			AlphaTest Greater 0.01
+			ColorMask RGB
+			Blend SrcAlpha OneMinusSrcAlpha
+
+            CGPROGRAM
+
+            #pragma multi_compile_particles
+            #pragma vertex vert
+            #pragma fragment frag
+			#pragma fragmentoption ARB_precision_hint_fastest
+
+            #include "UnityCG.cginc"
+			#include "Lighting.cginc"
+
+			fixed4 _TintColor;
+			float _DirectionalLightMultiplier;
+			float _PointSpotLightMultiplier;
+			float _AmbientLightMultiplier;
+
+			#if defined(SOFTPARTICLES_ON)
+			float _InvFade;
+			#endif
+
+			struct appdata_t
+			{
+				float4 vertex : POSITION;
+				fixed4 color : COLOR;
+				float2 texcoord : TEXCOORD0;
+			};
+
+		    struct v2f
+            {
+                half2 uv_MainTex : TEXCOORD0;
+                fixed4 color : COLOR0;
+                float4 pos : SV_POSITION;
+				#if defined(SOFTPARTICLES_ON)
+                float4 projPos : TEXCOORD1;
+                #endif
+            };
+
+			float3 ApplyLight(int index, float3 lightColor, float3 viewPos)
+			{
+				fixed3 currentLightColor = unity_LightColor[index].rgb;
+				float4 lightPos = unity_LightPosition[index];
+
+				if (lightPos.w == 0)
+				{
+					// directional light, the lightPos is actually the direction of the light
+					// for some weird reason, Unity seems to change the directional light position based on the vertex,
+					// this hack seems to compensate for that
+					lightPos = mul(lightPos, UNITY_MATRIX_V);
+
+					// depending on how the directional light is pointing, reduce the intensity (which goes to 0 as it goes below the horizon)
+					fixed multiplier = clamp((lightPos.y * 2) + 1, 0, 1);
+					return lightColor + (currentLightColor * multiplier * _DirectionalLightMultiplier);
+				}
+				else
+				{
+					float3 toLight = lightPos.xyz - viewPos;
+	                fixed lengthSq = dot(toLight, toLight);
+	                fixed atten = 1.0 / (1.0 + (lengthSq * unity_LightAtten[index].z));
+					return lightColor + (currentLightColor * atten * _PointSpotLightMultiplier);
+				}
+			}
+ 
+            fixed4 LightForVertex(float4 vertex)
+            {
+                float3 viewPos = UnityObjectToViewPos(vertex).xyz;
+                fixed3 lightColor = UNITY_LIGHTMODEL_AMBIENT.rgb * _AmbientLightMultiplier;
+
+				lightColor = ApplyLight(0, lightColor, viewPos);
+				lightColor = ApplyLight(1, lightColor, viewPos);
+				lightColor = ApplyLight(2, lightColor, viewPos);
+				lightColor = ApplyLight(3, lightColor, viewPos);
+
+                return fixed4(lightColor, 1);
+            }
+ 
+            float4 _MainTex_ST;
+ 
+            v2f vert(appdata_t v)
+            {
+                v2f o;
+                o.pos = UnityObjectToClipPos(v.vertex);
+                o.uv_MainTex = TRANSFORM_TEX(v.texcoord, _MainTex);
+                o.color = LightForVertex(v.vertex) * v.color * _TintColor;
+
+				// o.color = v.color * _TintColor; // temp if you want to disable lighting
+
+				// make sure the alpha scales down with the light
+				o.color *= (min(o.color.rgb, _TintColor.a).r / _TintColor.a);
+
+				#if defined(SOFTPARTICLES_ON)
+                o.projPos = ComputeScreenPos(o.pos);
+                COMPUTE_EYEDEPTH(o.projPos.z);
+                #endif
+
+                return o; 
+            }
+			
+			#if defined(SOFTPARTICLES_ON)
+			sampler2D _CameraDepthTexture;
+			#endif
+			
+			sampler2D _MainTex;
+  
+            fixed4 frag (v2f i) : COLOR
+			{
+				#if defined(SOFTPARTICLES_ON)
+				float sceneZ = LinearEyeDepth(UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
+				float partZ = i.projPos.z;
+				i.color.a *= saturate(_InvFade * (sceneZ - partZ));
+				#endif
+
+				return tex2D(_MainTex, i.uv_MainTex) * i.color;
+            }
+            ENDCG
+        }
+    }
+ 
+    Fallback "Particles/Alpha Blended"
+}
\ No newline at end of file
diff --git a/Assets/Resources/Prefabs/Rainmaker/RainShader.shader.meta b/Assets/Resources/Prefabs/Rainmaker/RainShader.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..b1e674a3db26121c979bbcec9a8feb35922ea139
--- /dev/null
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@@ -0,0 +1,9 @@
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+guid: 0b828cb759e39534cab22fd7fa5d2982
+timeCreated: 1428878282
+licenseType: Store
+ShaderImporter:
+  defaultTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Resources/Prefabs/Rainmaker/RainTexture.png b/Assets/Resources/Prefabs/Rainmaker/RainTexture.png
new file mode 100644
index 0000000000000000000000000000000000000000..3ce8399b2224dbcd77b7fa78ee1319dda6c9969e
--- /dev/null
+++ b/Assets/Resources/Prefabs/Rainmaker/RainTexture.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:341414eb1e2f5e4193cf497dee5e44cde3b449613707d77a2dff690453614ad2
+size 2110
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new file mode 100644
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+  fileIDToRecycleName: {}
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+    fadeOut: 0
+    borderMipMap: 0
+    mipMapFadeDistanceStart: 1
+    mipMapFadeDistanceEnd: 3
+  bumpmap:
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+  seamlessCubemap: 0
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+  maxTextureSize: 2048
+  textureSettings:
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+  allowsAlphaSplitting: 0
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+  spriteBorder: {x: 0, y: 0, z: 0, w: 0}
+  spritePixelsToUnits: 100
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+  textureType: 0
+  buildTargetSettings: []
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new file mode 100644
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--- /dev/null
+++ b/Assets/Resources/Prefabs/Rainmaker/RainTexturePSD.psd
@@ -0,0 +1,3 @@
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diff --git a/Assets/Resources/Prefabs/Rainmaker/rain_heavy.ogg b/Assets/Resources/Prefabs/Rainmaker/rain_heavy.ogg
new file mode 100644
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--- /dev/null
+++ b/Assets/Resources/Prefabs/Rainmaker/rain_heavy.ogg
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:421a1c2629fadefa258b5d6f34f6ec37d195a8bf0dd66925d4094f2126bef4de
+size 527060
diff --git a/Assets/Resources/Prefabs/Rainmaker/rain_heavy.ogg.meta b/Assets/Resources/Prefabs/Rainmaker/rain_heavy.ogg.meta
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