Fast and flexible volumetric fog shader.
| DOCUMANTATION | DEMOS | SUPPORT | DISCORD | TWITTER |
Just place fog object, specify its volume (box, spherical or custom mesh) and tweak parameters - all objects inside will be affected by fog - no need to write custom surface shaders for those objects.
Fog effect renders everything using special surface shader, that calculates fog density based on fog type, depth, volume parameters and fog parameters. Simple optimized math is used making everything performant. Lighting model uses aproximations for scattering calculation and fits into existing Unity lights rendering pipeline.
Allows creating area volumetric fog effects of different types:
Unlit and Lit version with light scattering inside volume. Dynamic Point and Directional lights are supported (More planned in updates). Light scattering is adjusted with three parameters to mach lighting style of the game.
Works with BuiltIn and Universal render pipeline. (HDRP planned in future updates)
Forward and Deferred rendering support.
GPU instancing batches multiple fog volumes of the same type (parameters variation is still allowed) for improved performance.
Support for Perspective and Orthographic camera.
Support for VR single pass instanced and multipass rendering.
Good for any game type Top Down, FPP, TPP.
What it can be used for:
- height fog on the floor in catacombs
- underwater effect
- space nebula/dust
- planet atmosphere
- area effects over vegetation and swamps
- improvement of spell effects
- local fog inside single room
- fog inside crevasses, caves, holes
- light volumetrics
- masking areas outside of playable zone
Please note that this asset require Depth Texture to be enabled to work.
Known Limitations:
- only Unlit version will work with URP 2D Renderer
- Lit version is not properly rendered with Forward+