H Volumetric Fog URP (Performant volumetric lighting and fog for URP) View on Asset Store (opens in new tab)

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Latest version
1.3
Last updated
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6000.6.0 or later
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147.8 MB
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H Volumetric Fog URP (Performant volumetric lighting and fog for URP)

by H Assets - H Works Interactive (opens in new tab)

5.0 / 5 · 3 ratings

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Real froxel volumetric fog and light shafts for URP. Cinematic, art-directable, and cheap. Inspired by HDRP's froxel volumetric lighting, adapted and expanded for URP.

Price $29.00

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Price history

Last 6 months

USD
Price history for H Volumetric Fog URP (Performant volumetric lighting and fog for URP), 6 months Current $29.00; lowest $14.50; highest $29.00 in this period. $0 $25 $50 Sep Oct Nov Version 1.2 released 24 Aug 2026 v1.2 Version 1.1 released 24 Aug 2026 Version 1.3 released 26 Oct 2026 v1.3

Asset preview

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H Volumetric Fog URP (Performant volumetric lighting and fog for URP) screenshot 1

H Volumetric Fog URP (Performant volumetric lighting and fog for URP) screenshot 1

About this asset

Real froxel volumetric fog and light shafts for URP. Cinematic, art-directable, and cheap.

URP still ships without true volumetric fog. You get flat exponential fog, or you fake beams with billboard cards that ignore your lights and shadows entirely. No god-rays, no dusty air, no light actually scattering through the scene. And the real thing has usually meant an expensive, hard-to-ship setup.

This asset is froxel volumetric lighting, inspired by HDRP's and adapted and expanded for URP.

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How it works

It builds a froxel (3D voxel) fog volume that light scatters through, so your directional, point and spot lights cast real, shadow-aware shafts, all driven from a Volume.

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Performance

Compute-based froxel integration on the RenderGraph path, with quality tiers that scale froxel resolution and step count. Noise, phase and sampling are all optimized; in our own scenes it's genuinely hard to even spot in the profiler. Developed and tested on Unity 6+ / URP 17+ (RenderGraph).

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Features

◆ Light shafts and god-rays from sun, point and spot lights.

◆ Shadow-aware beams. Soft 4-tap PCF, so geometry blocks the fog correctly.

◆ Animated 3D noise for drifting, living fog.

◆ Height fog and distance fog.

◆ Per-light overrides: side scatter, beam reach, shaft rolloff, tint, intensity.

◆ Decoupled fog intensity vs ambient, plus a GI dimmer.

◆ Quality tiers that scale resolution and step count.

◆ Temporal reprojection with neighbourhood clamping for a stable, low-noise image.

◆ One Render Feature plus a Volume. No scene rework.

◆ RenderGraph native. Full source, no DLLs.

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Easy Setup

1. Add the Render Feature to your Universal Renderer.

2. Add the Volume override and dial in the look.

3. (Optional) Drop per-light overrides on the lights you want to art-direct.

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Good to know

• Unity 6+ / URP 17+ with RenderGraph only. It uses the modern compute + RenderGraph path.

• Needs a compute-capable GPU (no GLES2).

• It's a froxel system. Very long-range fog detail is bounded by the froxel range / resolution you choose, and higher tiers cost more.

• Hard camera cuts can show a touch of temporal softening (clamped, rarely noticeable).

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Battle-Tested in Production

Built for our own game, not a tech demo. This fog exists because Silent Strike, our in-development tactical shooter, needed real atmosphere: light shafts through windows, dust hanging in interiors, haze over the exteriors, without a cost it couldn't pay. It's been hardened in real scenes and real player builds, in actual gameplay.

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See for yourself

Download the demo here.

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Support

Documentation & Full Changelog: https://hworksinteractive.com/hassets/hvolumetricfog

Support email: [email protected]

Discord: https://hworksinteractive.com/discordinvite

From the publisher's Asset Store listing.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.6.0f1 Not listed Compatible Not listed

As listed on the Asset Store.