FAQ

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Volumetric Fog & Mist (Built-in) · Troubleshooting & FAQ

Build stalls or takes a very long time
CauseUnity shader compilation with many keywords is slow.
Solution
  1. Use the Shader Options section at the top of the Inspector to remove keywords you do not use.
  2. Edit VolumetricFog.shader and remove unused #pragma multi_compile lines, or remove the #if guards so the code always executes.
Banding artifacts (circles on sky)
CauseLow color precision or insufficient dithering.
Solution
  1. Enable HDR on your camera.
  2. Enable Dithering and Jittering in the Optimization & Quality section.
  3. For low-density fog, increase the dithering intensity slider.
Noisy/grainy fog appearance
CauseInsufficient ray-march samples or post-filtering.
Solution
  1. Enable Blur under Optimizations (may require "Force Composition" enabled).
  2. Enable Blue Noise in Shader Options for improved dithering quality.
Can I extend max distance beyond the 2000 limit?
AnswerYes, edit the custom Inspector to increase the cap. However, this impacts performance. For very large distances, combine Volumetric Fog & Mist (short range) with Dynamic Fog & Mist (background).
Transparency Blend mode shows strange colors
CauseIncorrect component order on the camera.
SolutionEnsure the Volumetric Fog & Mist camera scripts are first in the camera's component stack, before any other image effects.
Shader errors in builds (works in Editor)
CauseShader variant stripping removes required variants.
SolutionDisable Strict Shader Variant Matching in Player Settings > Configuration.
Shader keyword reference
KeywordFeature
FOG_DISTANCE_ONStarting Distance > 0
FOG_VOID_SPHERE / FOG_VOID_BOXFog Void option
FOG_AREA_SPHERE / FOG_AREA_BOXFog Area option
FOG_HAZE_ONSky Haze > 0
FOG_OF_WAR_ONFog of War feature
FOG_POINT_LIGHTSPoint Lights with range > 0
FOG_SCATTERING_ONLight Scattering (God Rays)
FOG_SURFACETerrain Fit feature
How do I make fog appear only at a distance, with no fog near the camera?

There is no minimum fog distance parameter. Fog density always accumulates starting from the camera. To achieve fog only beyond a certain distance, position your fog volume so its near edge starts at the desired distance and enable Box Projection to confine the fog to the volume bounds. From outside the volume, the camera will see fog only on objects within that distant area.

Still have questions?

Visit the Kronnect Support or email contact@kronnect.com with your Unity version and a description of the issue.

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.

Too Many Shader Variants in Build

Most of Volumetric Fog's shader keywords use shader_feature, which means Unity should automatically strip unused variants during build. If you're seeing hundreds of thousands of variants, it's likely because the fog shader was added to Always Included Shaders in Project Settings > Graphics. This forces Unity to include ALL variant combinations regardless of usage.

Recommended fix:

  • Remove the fog shader from Always Included Shaders.
  • Make sure there is a Fog Volume in a scene included in the main build (not just in addressable bundles) that uses the features/options you actually need in your game. This volume doesn't need to be visible - it just needs to exist so Unity can detect which shader variants are required.
  • If you use Addressables, the "dummy" fog volume in the main build scene acts as a reference for Unity's variant stripping.

As a last resort, you can edit the .shader file and replace #pragma shader_feature or #pragma multi_compile with #define toggles. This is an advanced option and any modifications will be lost when updating the asset.


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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