This project will provide some URP-based fog effects, and implement it in a relatively quick way.
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URP v17
For URP v14~16, check urp14 branch
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Install via UPM git URL
https://github.com/meryuhi/URPFog.git?path=Packages/Fog -
Install via
Packages/manifest.json"moe.meryuhi.effects.fog": "https://github.com/meryuhi/URPFog.git?path=Packages/Fog"
It based on Volume framework and URP Renderer Feature. Also the FullScreenFog shader itself is also a Fullscreen Shader Graph, so it can be used in Full Screen Pass Renderer Feature.
Because it is based on Volume framework, you can smoothly switch different effects between different areas without coding.
This requires setting up a Camera Stack. Please refer to the instructions.
FullScreenFogWithNoise.mp4
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Add a
Full Screen Fog Renderer Featureinto your URP renderer.Name Description Injection PointSelection for when the effect is rendered. Before Rendering Skybox: Using this if you do not want to override skybox.Render CameraSelection for which camera type want to render. ShaderAutomatically set FullScreenFogshader provided by the package, or you can create your own (you need to check parameter design). -
Add a
Meryuhi/Full Screen Fogoverride into any local or global Volume, just like with other post-processing effects. Turn Fog -> Color settings on and adjust the alpha, and then you can see the effect.By default it set to be similar to Unity built-in fog, but you can configure it.
Name Mode Description ModeDepthDirectly use the depth value calculation, which is consistent with Unity. DistanceUsing distance for calculation, the calculation will be more complex, but it looks better. HeightUse the height in Y asix for calculation. Color- Fog color. Density ModeLinearExponentialExponentialSquaredStart Line- Start depth or distance. End Line- End depth or distance. Start Height- Start height. End Height- End height. Noise Noise ModeOffDisable. ProceduralProcedurally generated noise effects, possibly expensive. TextureUse a custom noise texture. Noise Texture- Texture used by the noise. Noise Intensity- Mixing strength of the noise. Noise Scale- Scaling of the noise. Noise Speed- Scrolling speed of the noise. -
(Optional step for transparent objects)
Experimental support. The approximate effect is produced by rendering fog and transparent objects twice, which is not completely correct.
- Add a
StandardFullScreenFogOverlayRendereror your own renderer into your URP pipeline asset. - Set up a
Overlaycamera on yourMain Camera. - Switch
Rendererproperty toStandardFullScreenFogOverlayRendereron theOverlaycamera.
- Add a
Use Rendering Debugger to evaluate time. Use the development build to run the SampleScene in the project at 2560*1440 resolution with Radeon RX 580.
| Mode | Density Mode | Noise | Time(ms) |
|---|---|---|---|
| Depth | Linear | Off | ~0.6 |
| Depth | Exponential | Off | ~0.6 |
| Distance | Linear | Off | ~0.6 |
| Height | ExponentialSquared | Off | ~0.6 |
| Height | ExponentialSquared | Procedural | ~0.8 |
This is a rough and not very accurate test, but you can know something about the approximate performance consumption.
- In the case of using noise, if the
Noise Scaleis too large, the result may not be very good.
- Volume Fog
This project is under the MIT License.



