Performance Tips

intermediate performance

Dynamic 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

OptimizationImpactDetails
Reduce Noise ScaleHighLarger noise scale values require fewer texture samples. Increase the scale to reduce per-pixel cost.
Lower Distance MaxHighReducing the maximum fog rendering distance significantly decreases ray-marching steps.
Decrease DensityMediumLower density means the ray-marcher can exit earlier, saving GPU cycles.
Disable Fog of WarMediumIf not needed, disable fog of war to skip the texture lookup and blending pass.
Use fewer volumesMediumEach fog volume adds a separate render pass. Combine volumes where possible.
Reduce Fog of War Texture SizeLowUse the smallest power-of-2 texture that gives acceptable detail (e.g., 256 instead of 1024).
Disable Vertical GradientLowThe vertical gradient adds a small per-pixel cost. Disable if using a uniform fog color.
Disable Light ScatteringLowSet Light Diffusion Intensity to 0 if sun glow is not needed.

Profiling Tips

  1. Use Unity’s Frame Debugger (Window > Analysis > Frame Debugger) to identify the Dynamic Fog render pass and its GPU cost.
  2. Use the Rendering Debugger (URP) to toggle the fog pass on/off and measure the delta.
  3. 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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