FAQ
beginner faqDynamic Fog & Mist 2 (URP) · Troubleshooting & FAQ
Which render pipeline does this version support?
This version is exclusively for the Universal Render Pipeline (URP). For Built-in pipeline projects, use the Built-in version of Dynamic Fog & Mist.
What is the minimum Unity version?
Unity 2022.3 LTS or later is required.
Can I use multiple fog volumes in the same scene?
Yes. Each fog volume is independent and can have its own profile. For localized overrides within a single volume, use Sub-Volumes instead.
Can I control fog of war at runtime?
Yes. Use the SetFogOfWarAlpha() and ResetFogOfWar() methods from the scripting API. See the Scripting Support page for full details.
Does it work with orthographic cameras?
Yes, with a small code change. Uncomment #define ORTHO_SUPPORT in CommonsURP.hlsl. See Orthographic Camera Support.
Does it support VR?
Yes. If you encounter issues with fog alignment in VR, see the VR troubleshooting section.
Does it work on mobile?
Yes. Dynamic Fog is designed to be lightweight. See the Performance Tips page for mobile-specific optimizations.
How do I make fog appear only at a distance, with no fog near the camera?
Dynamic Fog uses a height-based fog formula. For horizontal viewing, fog accumulates roughly proportional to distance, so density parameters alone cannot create a sharp near/far transition. To push fog away from the camera:
- Volume placement: position the fog volume so it starts at the desired distance instead of surrounding the camera. No fog renders outside the volume.
- Camera above fog layer: set Base Altitude below the camera and lower Height Spread so the fog layer stays near the ground. Distant objects are seen through more of the fog layer.
- Sub-volumes: place a sub-volume with higher density at the distance where you want thicker fog.
- Fog of War: use
SetFogOfWarAlpha()to clear a circular area around the player.
Is this asset compatible with Unity 6?
Yes. All Kronnect assets are fully compatible with Unity 6. The minimum supported version is Unity 2022.3 LTS, and this includes Unity 6 and any newer releases.
I have a question not listed here
Please visit the Kronnect Support and post your question. Our team will get back to you promptly.
How can I make fog appear nearly black with very low visibility in a subvolume?
Set the fade distance to 0. This setting controls the visibility and color intensity of the fog within the subvolume, allowing you to achieve near-black, thick fog effects even when color settings alone don't produce the desired result.
Does Dynamic Fog & Mist support spherical fog volumes, or only square volumes?
Dynamic Fog & Mist only supports square volumes, which is intended for large background areas. For local spherical fog areas, use Volumetric Fog instead, which supports spherical shapes. Alternatively, you can try assigning a sphere mesh to the MeshFilter of the Fog Volume.
How do I update the fogOfWarCenter variable from code and have the changes take effect in the scene?
After updating the fogOfWarCenter variable or calling SetFogOfWarAlpha(), you need to call UpdateMaterialProperties() to apply the changes to the fog rendering. Simply changing the variable in the inspector or code won't update the visual representation without this call.
I have a question not covered here
Please visit the Support Center and use our AI Support Assistant to get answers. If the issue persists, submit a reproduction project so we can investigate further and help you.
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