HAZE - Volumetric Fog & Lighting for URP View on Asset Store (opens in new tab)

Package details

Latest version
1.2.8
Last updated
First released
Unity version
6000.0.60 or later
Package size
3.5 MB
Files
66
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Views in the past week
297

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HAZE - Volumetric Fog & Lighting for URP

by Harry Alisavakis (opens in new tab)

4.9 / 5 · 13 ratings

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5 stars 12
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HAZE is a flexible and artist-friendly volumetric fog and lighting system for URP, designed to help you enhance the visuals of your project, while balancing visual quality and performance.

Price $35.00

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Price history

Last 6 months

USD
Price history for HAZE - Volumetric Fog & Lighting for URP, 6 months Current $35.00; lowest $17.50; highest $35.00 in this period. $0 $25 $50 Jun Jul Aug Sep Oct Nov Version 1.2.4 released 21 Jun 2026 v1.2.4 Version 1.2.5 released 6 Aug 2026 v1.2.5 Version 1.2.6 released 23 Sep 2026 v1.2.6 Version 1.2.7 released 5 Oct 2026 Version 1.2.8 released 6 Nov 2026 v1.2.8

Asset preview

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HAZE - Volumetric Fog & Lighting for URP screenshot 1

HAZE - Volumetric Fog & Lighting for URP screenshot 1

About this asset

HAZE was born from my own need for a volumetric fog and lighting pipeline that's easy to use and to art-direct. Now I'm bringing this tool for all of you to use and make beautiful atmospheric scenes.

Links

Documentation | Bluesky | Discord

About

HAZE is a froxel-based volumetric fog and lighting solution for URP, made using Unity's RenderGraph API. Its main purpose is to enhance the visuals of your scenes by providing subtle volumetric effects that are easy to control and art-direct.

Features

  • Lightweight froxel-based implementation
  • Global fog controls
  • Local fog volumes for more granular control
  • Integration with Unity’s volume system for
    • Global fog visuals
    • Overriding renderer feature settings
  • Integrated screen-space multiple scattering effect (SSMS) to blur the scene in the distance based on the density of the volumetric fog
  • Support for main light shadows
  • Support for secondary lights and shadows (currently only in Forward+/Deferred+ pipelines)
  • Light cookie support
  • Support for height-based cutoff
  • Support for both perspective and orthographic camera projection
  • Supports illumination contribution from adaptive probe volumes (APV)
  • Supports VR (though some additional testing might be required due to lack of equipment)
  • As of 1.2.2: Support for multiple cameras & support for compatibility mode

NEW Features

  • Per-light contribution control using the alpha value of the secondary light's color
  • Additional lights can optionally boost the fog's density, allowing for light beams without the need for extra fog
  • Subtractive density mode for volumes allows to carve out fog from specific areas
  • Per-volume gradient color for more artistic control over a volume's ambient color
  • Exposed controls for IGN and temporal accumulation
  • Per-light component to more easily control each light's contribution to the fog
  • As of 1.2.6: Optional raymarched god rays pass for crisper sun rays

Project requirements

  • HAZE is made for Unity 6+ versions
  • HAZE is currently only supported in the Universal Render Pipeline (URP)

Known restrictions

  • Because of the way secondary light data is stored by Unity, HAZE only supports punctual light contribution to the fog in the Forward+ and Deferred+ pipelines. This can be updated if there’s enough request for it, but it might come at a performance overhead.
  • At this moment, all fog (global and local) share the same 3D noise texture which is assigned via HAZE’s renderer feature. Support for per-volume noise can also be added if there’s enough demand for that.

What HAZE is NOT for

While HAZE is a volumetric fog solution, the froxel-based approach doesn't allow for too much shape detail or detail frequency without a heavy performance hit. That being said, HAZE is not suitable to simulate denser effects like heavy smoke or clouds.

Active support

HAZE was made to suit my needs, but these will most likely be different than yours. I'd love to hear from you what sort of features you'd want in HAZE and find ways to support you and your project! So don't hesitate to reach out to me with any thoughts/ideas on Discord or Bluesky via the links above ✨

Scenes shown in the screenshots were made for promotional reasons and are not included in the package.

From the publisher's Asset Store listing.

Technical details

Key technical features

  • GPU-based froxel-based volumetric fog powered by compute shaders (froxel = frustum-aligned voxels)
  • Global fog controls via a custom Unity volume component
  • Local fog density volumes for more control on specific areas of the scene
  • Integrated screen-space multiple scattering (SSMS) effect that appliesa a bloom effect on the scene based on the density of the volumetric fog
  • Support for main light contribution and shadows providing an easy setup for sun rays
  • Support for secondary lights and shadows (currently only for Forward+/Deferred+)
  • Light cookie support
  • Optional tricubic sampling for reduced aliasing artifacts with low-resolution buffers
  • Renderer feature settings overrides via a custom Unity volume component to allow for per-area settings

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.0.60f1 Not listed Compatible Not listed

As listed on the Asset Store.