Fog & Volumetric Lights: Which to Use
beginner start hereDynamic Fog & Mist 2 (URP) · Start Here
Which to pick?
These three assets solve different parts of the same problem. Fog fills the air between the camera and the scene; volumetric lights make an individual light visible inside that air. You can use any of them alone, and they are designed to work together.
Choose Dynamic Fog & Mist 2 when you need a lightweight, fast fog effect for gameplay with simple fog-of-war and minimal setup. Great for mobile, VR/XR and mid/low-end targets.
Choose Volumetric Fog & Mist 2 when you need true volumetric fog volumes that react to lights and shadows, richer interactions (voids, terrain fit, transparency support), and advanced fog-of-war tooling. Best for cinematic or higher-fidelity targets on desktop and console.
Choose Volumetric Lights 2 when what you want is the beam itself: god rays, light shafts and visible light cones on specific spot, point or area lights, with per-light shadow occlusion, cookie projection and dust particles. It does not fill the scene with fog, you pay per light and you place it where the shot needs it.
At a glance
| Asset | What it renders | Typical cost | Best for |
|---|---|---|---|
| Dynamic Fog & Mist 2 | Scene-wide animated fog with height falloff, from a single screen-space pass | Low, one fast pass | Mobile, VR, large open scenes, stylized looks |
| Volumetric Fog & Mist 2 | Authored 3D fog volumes with lights, shadows, voids and distant fog | Moderate to high, scales with samples and resolution | Desktop and consoles, atmosphere-driven games |
| Volumetric Lights 2 | Per-light scattering: god rays and light shafts around each light | Pay per light, baked shadows and LOD keep it cheap | Interiors, night scenes, hero lighting moments |
Feature comparison
| Category | Dynamic Fog & Mist 2 | Volumetric Fog & Mist 2 | Volumetric Lights 2 |
|---|---|---|---|
| Rendering model | Screen-space ray-marched fog with height-based density | Raymarched volumetric fog (3D volumes) | Raymarched volume attached to each light |
| Scene coverage | Global, one pass for the whole camera | Authored box/sphere volumes plus a distant fog pass | Local, one volume per light |
| Light types | Day/night cycle from the main light only | Native spot/point/directional lights with shadows, fast point lights (up to 16), APV support | Spot, point and area (rectangle and disc). Directional is simulated with a large area light |
| Shadows in the medium | Not available | Yes, from native lights, with shadow cancellation | Per-light shadow occlusion with baked or real-time shadow maps, plus translucent (colored) shadow maps |
| Light cookies | Not available | Directional light cookie projected on the fog | Cookie texture projection on spot lights |
| Fog of War | Yes - square texture, main-thread updates, circle/rect edits | Yes - separate width/height, optional background-thread updates, circle/rect + collider + mesh stamping, coverage preview | Not applicable |
| Fog voids | Not available | Yes - up to 8 tracked voids per volume | Not applicable |
| Distant/sky fog | Not a separate pass | Dedicated distant-fog pass with noise & lighting | Not applicable |
| Terrain fit | Not available | Heightmap capture to conform fog to terrain/meshes | Not applicable |
| Noise animation | 3D noise with wind direction and speed | Primary and detail noise with turbulence | 3D noise with configurable wind direction |
| Extras inside the volume | Vertical color gradient, noise color blending | Sub-volumes, constant density mode, clouds | Dust particles, direct light cast on nearby surfaces |
| Profiles | Yes (profile blending) | Yes (profile blending) | Yes (ScriptableObjects shared between lights) |
| Follow mode | Basic (controller fade) | Follow target (Full XYZ / XZ) with offsets | The volume follows its own light |
| Distance control | Maximum draw distance | "When visible" / "camera inside bounds" update modes | Auto Toggle (LOD): distance dimming and deactivation |
| Transparency | Standard URP pass | Depth prepass options, transparent/semi-transparent masks, depth peeling, ShaderGraph integration | Depth pre-pass Render Feature for transparent objects |
| VR / XR | Yes (Single Pass Instanced) | Yes (Single Pass Instanced) | Yes (Single Pass Instanced and multi-pass) |
| Performance | Lower cost - minimal passes | Higher cost - raymarch + optional depth prepasses, lights, distant fog, voids, terrain capture | Cost scales with the number of visible volumetric lights and their quality |
| Best for | Gameplay, open worlds, fast weather, mobile, VR | Cinematics, light shafts, high-fidelity atmosphere, authored volumes | Interiors, night scenes, hero lights, god rays through windows |
Performance notes
Dynamic Fog: Typically one main pass. Fog of War and blur add modest cost. Good for lower-end GPUs, mobile devices and standalone VR headsets.
Volumetric Fog: Cost scales with sample density, resolution, number of lights (native/point), depth prepasses (transparent/semi-transparent, depth peeling), distant-fog pass, voids, and terrain-fit capture. Use downscaling, edge-aware blur, and update-throttling modes to keep cost under control.
Volumetric Lights: Cost is paid per visible light, not per scene. Ray-march quality, min step size and max steps drive the per-pixel cost; shadow occlusion adds a depth capture that can be baked once with Shadow Bake Interval set to OnStart. Use the Render Feature downscaling, Auto Toggle (LOD) and Simple light mode for background or decorative lights.
Using them together
The three assets render in separate passes and do not conflict. A typical layered setup:
- Base layer - Dynamic Fog for cheap scene-wide haze and horizon depth, or Volumetric Fog if the whole scene needs true volumetric atmosphere.
- Local layer - Volumetric Fog volumes in the specific areas where the camera spends time (a cave entrance, a valley, an interior).
- Accent layer - Volumetric Lights on the handful of lights that need a visible beam: a street lamp, a window shaft, a car headlight.
Volumetric Fog already scatters light from native lights, so adding Volumetric Lights to every light in a foggy scene is redundant. Use it where you want direct control over the shape, cookie, dust and intensity of a specific beam, or where the scene has no scene-wide fog at all.
VR / XR recommendations
All three assets support VR with Single Pass Instanced rendering. For choosing between them in VR projects:
- Standalone VR - use Dynamic Fog, optionally with one or two volumetric lights. The lower GPU cost leaves headroom for the rest of your scene.
- PC VR - any of them works. Start with Volumetric Fog for best visuals and switch to Dynamic Fog if you need to reclaim GPU budget.
- Combining both - use Volumetric Fog for close-range volumes (e.g. a cave entrance) and Dynamic Fog for the distant horizon haze. This gives cinematic quality where it matters while keeping the overall cost manageable.
- Volumetric Lights in VR - keep ray-march quality low and enable downscaling in the Render Feature.
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