Rain is the sparks recipe pointed downward — plus one extra idea: a particle's death is an event you can use. When a drop lands, it spawns two children: a burst of tiny splash droplets, and an expanding, fading ripple ring. Three effects, one hand-off.
The ripple is two lines — a radius growing while an alpha shrinks — and it carries most of the "water" feeling. The squashed ellipse fakes perspective for free.
RATE 10 → 1 (a cave drip — suddenly the wait is the effect) → 40 (a storm) · ring growth 65 → 200 (energetic plops) · splash count 5 → 20 · give drops sideways wind: d.x += 40 * dt in the fall step.In Godot: the death-as-an-event hand-off written out plainly — download waterdrops.gd; the node version is a downward CPUParticles2D spawning a ripple scene on landing. In Unity: Particle System with Sub Emitters — the "on death, spawn these" checkbox is exactly this hand-off. In Unreal: Niagara event handlers (collision/death events spawning a second emitter). Chapter 06.