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Package details
- Latest version
- 1.3
- Last updated
- First released
- Unity version
- 6000.6.0 or later
- Package size
- 147.8 MB
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- 163
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- Search for Performant Volumetric Lighting
- Search for atmospheric fog
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- Search for Height Fog
- Search for light beams
- Search for urp volumetric fog
- Search for urp volumetric lighting
- Search for volumetric Fog
- Search for volumetric light
- Search for froxel
- Search for volumetric lighting
- Search for Light Scattering
H Volumetric Fog URP (Performant volumetric lighting and fog for URP)
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.
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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]
From the publisher's Asset Store listing.
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.6.0f1 | Not listed | Compatible | Not listed |
As listed on the Asset Store.