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Overview
Real volumetric fog for URP. Raymarched through the Volume Framework, samples the directional light's shadow map at every step — so when something casts a shadow, you actually see it in the fog as light shafts. Not billboards, not faked.
Eight presets in the inspector dropdown: God Rays, Misty Morning, Atmospheric Haze, Heavy Fog, Dungeon, Toxic Mist, Sunset Haze, Night/Moonlight. Pick one, tune from there.
Setup is one click. Open Tools → Volumetric Fog → Open Hub, the Hub tells you what's missing (URP active, renderer feature added, volume in the scene), and clicking Fix on each row sorts it out. There's a small demo scene with a primitive city and a low-angle sun if you want to see god rays the moment you hit Play.
Single fullscreen pass, no extra render targets. Default 64 steps with blue-noise dithering looks clean; for mobile, drop to 32 steps with shadow-skip and noise off. The inspector flags settings that are heavy and explains why.
URP 17.3+ on Unity 6.3+. URP-only by design — no Built-in or HDRP. Full C# + HLSL source.