Parameters
intermediate conceptsDynamic Fog & Mist 2 (URP) · Core Concepts
Overview
Dynamic Fog & Mist 2 settings are organized into the DynamicFog component (attached to the fog volume GameObject) and the DynamicFogProfile ScriptableObject. This page documents every parameter.
DynamicFog Component Settings
| Parameter | Type | Description |
|---|---|---|
| Profile | DynamicFogProfile | ScriptableObject containing all fog appearance settings. Multiple volumes can share the same profile. |
| Enable Fade | bool | When enabled, the fog volume transitions smoothly as the camera enters or exits the volume boundary, instead of appearing abruptly. |
| Fade Distance | float | Width of the blend zone at the volume boundary. The fog transitions from 0% at the edge to 100% at Fade Distance units inside. |
| Fade Controller | Transform | Transform used as the reference point for fade distance calculations (defaults to main camera). |
| Enable Sub Volumes | bool | Enables sub-volume support for localized fog parameter overrides within this volume. |
| Show Boundary | bool | Shows the fog volume boundary gizmo in the Scene view for easier placement. |
| Allow Rotation | bool | Allows the fog volume to rotate with its Transform. |
Profile — Appearance
| Parameter | Type | Default | Description |
|---|---|---|---|
| Density | float | — | Overall fog intensity multiplier. Scales the height-fog formula output. Higher values produce denser, more opaque fog at all distances. For horizontal viewing, fog accumulates approximately proportionally with distance (fog at 2000m is roughly twice the fog at 1000m). |
| Height Spread | float | — | Controls the vertical thickness of the fog layer. Internally the shader uses (1 - value) as the height decay rate. Higher values (closer to 1) produce a tall fog layer extending above Base Altitude. Lower values (closer to 0) create thin, ground-hugging fog concentrated near Base Altitude. This does not control distance-based falloff; for horizontal viewing, fog accumulates proportionally with distance regardless of this setting. |
| Start Distance | Pushes fog away from the camera. No fog renders within this distance. Useful to keep nearby objects fog-free. | ||
| Base Altitude | float | — | World-space Y position of the fog layer base. Fog density is maximum at and below this altitude and decays exponentially above it based on Height Spread. |
| Base Altitude Clip | bool | off | When enabled, base altitude acts as a hard clipping plane preventing fog from rendering below it. |
| Max Height | float | — | Maximum height of the fog volume above the base altitude. |
| Distance Max | float | — | Maximum rendering distance from the camera. Objects beyond this distance receive no fog. |
| Tint Color | Color | White | Base tint color applied to the fog. |
| Brightness | float | 1 | Overall brightness multiplier for the fog color. |
| Use Vertical Gradient | bool | false | Enables a vertical color gradient from the base to the top of the fog. |
| Vertical Gradient | Gradient | — | The color gradient applied vertically when Use Vertical Gradient is enabled. |
| Box Projection | bool | false | Enables box projection for the fog volume bounds, confining fog to the volume shape. |
| Depth Clip | bool | true | Clips the fog against scene depth for proper occlusion by geometry. |
Profile — Noise & Animation
| Parameter | Type | Description |
|---|---|---|
| Noise Color Blend | float | Blend factor between the base tint color and the noise color (0 = tint only, 1 = noise only). |
| Noise Color | Color | Secondary color mixed into the fog through the noise pattern. |
| Scale | float | Scale of the 3D noise texture. Smaller values produce larger fog wisps. |
| Turbulence | float | Turbulence intensity for noise variation. Higher values create more chaotic fog shapes. |
| Speed | float | Animation speed of the fog movement. |
| Direction | Vector3 | Wind direction vector that controls the fog animation direction. |
| Dithering | float | Dithering strength to reduce color banding artifacts in smooth gradients. |
Profile — Lighting
| Parameter | Type | Description |
|---|---|---|
| Light Diffusion Power | float | Controls the power/spread of light scattering through the fog. Higher values produce tighter scattering cones. |
| Light Diffusion Intensity | float | Intensity multiplier for light scattering/diffusion. Increase for more pronounced sun glow. |
| Use Sun Color | bool | When enabled, the fog lighting automatically uses the directional light color for natural day/night transitions. |
Fog of War Settings
| Parameter | Type | Description |
|---|---|---|
| Enable Fog of War | bool | Activates the fog of war system for this volume. |
| World Center | Vector3 | World-space center of the fog of war coverage area. |
| Coverage Size | Vector3 | World-space dimensions of the fog of war area. |
| Texture Size | int | Resolution of the fog of war texture (power of 2). Larger textures allow finer detail but cost more memory. |
| Restore Delay | float | Seconds before cleared fog begins restoring. A value of 0 means fog never restores. |
| Restore Duration | float | Seconds for the fog to fully restore after the delay. A value of 0 means instant change. |
| Border Smoothness | float | Controls the edge smoothness of cleared fog areas. |
| Blur | float | Produces a softer transition between clear and opaque fog areas. |
Rendering Settings
| Parameter | Type | Description |
|---|---|---|
| Render Queue | int | Controls the rendering order of this fog volume. Useful when multiple transparent objects overlap. |
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