Performance Tips
intermediate performanceDynamic Fog & Mist 2 (URP) · Troubleshooting & FAQ
Overview
Dynamic Fog & Mist 2 is designed to be lightweight, but on mobile or lower-end hardware these tips can help you maximize frame rates.
Optimization Checklist
| Optimization | Impact | Details |
|---|---|---|
| Reduce Noise Scale | High | Larger noise scale values require fewer texture samples. Increase the scale to reduce per-pixel cost. |
| Lower Distance Max | High | Reducing the maximum fog rendering distance significantly decreases ray-marching steps. |
| Decrease Density | Medium | Lower density means the ray-marcher can exit earlier, saving GPU cycles. |
| Disable Fog of War | Medium | If not needed, disable fog of war to skip the texture lookup and blending pass. |
| Use fewer volumes | Medium | Each fog volume adds a separate render pass. Combine volumes where possible. |
| Reduce Fog of War Texture Size | Low | Use the smallest power-of-2 texture that gives acceptable detail (e.g., 256 instead of 1024). |
| Disable Vertical Gradient | Low | The vertical gradient adds a small per-pixel cost. Disable if using a uniform fog color. |
| Disable Light Scattering | Low | Set Light Diffusion Intensity to 0 if sun glow is not needed. |
Profiling Tips
- Use Unity’s Frame Debugger (Window > Analysis > Frame Debugger) to identify the Dynamic Fog render pass and its GPU cost.
- Use the Rendering Debugger (URP) to toggle the fog pass on/off and measure the delta.
- On mobile, test with GPU profiling on the actual target device — editor performance is not representative.
Mobile-Specific Tips
- Keep Distance Max below 200 for mobile GPUs.
- Use a single fog volume covering the playable area instead of multiple overlapping volumes.
- Consider disabling fog animation (Speed = 0) for static scenes — this can save texture sampling cost.
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