Parameters

intermediate concepts

Volumetric Fog & Mist (Built-in) · Core Concepts

Inspector Parameters

This page documents all the parameters available on the VolumetricFog component when attached to your camera. Parameters are organized by Inspector section.

Profiles: All parameters can be saved to and loaded from Fog Profiles. Click "Create" to save current settings. Profiles are stored as ScriptableObject assets in your project.

Fog Geometry

ParameterDescription
DensityOverall fog opacity/thickness.
AlbedoBase fog color.
Base HeightVertical starting position of the fog. Set above camera Y for elevated/cloud fog.
HeightTotal height of the fog layer.
Max DistanceMaximum render distance. Reduce to improve performance. Can exceed the camera far clip plane for clouds.
Distance (Starting)Offset from the camera before fog begins. Useful for first-person games to keep nearby areas clear.
Distance FalloffControls how quickly fog fades at the starting distance boundary.

Optimization & Quality

ParameterDescription
SteppingRay-march step count. Lower = faster, Higher = better quality.
Stepping NearAdditional step factor for close distances. Increase when Stepping is reduced to preserve nearby quality.
DownsamplingReduces fog resolution. x2 is a good balance; x4+ works well with elevated/cloud fog. Use "Edge Improvement" to reduce pixelation around geometry.
DitheringReduces banding artifacts. Enable with HDR cameras for best results.
JitteringRandomizes ray-march steps to reduce banding. Useful with Sun Shadows.
Blue NoiseShader option that improves dithering quality using blue noise patterns.
Force CompositionEnables blur and other post-composition options.
BlurPost-blur applied to the fog pass (visible when Force Composition is enabled).

Fog Colors

ParameterDescription
Color ModeColorization formula: Legacy (lerp ambient to light color), Natural (ambient + light * intensity), Single Light (light color only, no ambient).
Fog Specular ColorSpecular highlight color in the fog.
Light ColorFog light tint color. Auto-driven when a Sun is assigned.
Light IntensityFog light brightness. Adds to the Sun light intensity when a Sun is assigned.

Sky Haze

ParameterDescription
Sky HazeIntensity of atmospheric haze at the horizon. Set to 0 to disable and improve performance.
Sky Haze ColorColor of the horizon haze effect.
Sky DepthDepth threshold for haze rendering. Reduce when using sky dome assets.

Sun Settings

ParameterDescription
SunAssign a directional light. Fog automatically reacts to its direction, intensity and color. Click "Unassign" to manually control fog lighting.

Point Lights

ParameterDescription
Point Light SlotsAssign scene lights or set virtual light positions, colors and ranges. Maximum count is configurable in Shader Options.
Track Point LightsAutomatically selects the nearest point lights.
RangePer-slot light range. Set to 0 to disable an unused slot (improves performance).

Light Scattering

ParameterDescription
EnableMaster toggle for light scattering (god rays). Requires a Sun to be assigned. Only works when the sun is in front of the camera.
Light DiffusionLightweight coloring effect around the sun position.
Sun ShaftsSimulates occlusion-based light shafts. GPU-intensive; consider making this a user-facing quality option.

Sun Shadows

ParameterDescription
EnableCast directional light shadows over the fog. Requires a Sun assigned.
Shadow CancellationControls fog alpha under shadows. At 1.0, only sun-lit fog is visible (volumetric light effect).
JitterReduces shadow banding artifacts.
Force Update IntervalCustom shadow pass only. Interval in seconds between shadow recalculations. 0 = only on Sun rotation change.
Max DistanceCustom shadow pass only. Maximum shadow casting distance from camera. Affects quality: smaller = sharper shadows.
ResolutionCustom shadow pass only. Shadow texture size (1 = 512, 2 = 1024, 3 = 4096, 4 = 8192).
BiasCustom shadow pass only. Offset to prevent self-shadowing (default 0.1).

Fog Void

ParameterDescription
ShapeSphere (radius only) or Box (width, depth, height).
Radius / Width / DepthDimensions of the clear area.
FalloffSoftness of the void boundary.
Follow GameObjectAssign a transform (e.g., player character) for the void to follow automatically.

Fog Area

ParameterDescription
TopologyBox or Sphere container shape.
PositionCenter of the fog area in world space.
Radius / Height / DepthDimensions of the container.
FalloffEdge softness of the container boundary.
Follow GameObjectMakes the fog area follow a target transform.
Sorting MethodDistance to Camera (default), Altitude, or Fixed render order.
Terrain FitAdjusts fog to follow ground elevation. Options: Layer Mask, Resolution, Height Over Surface, Min/Max Altitude.

Fog of War

ParameterDescription
EnableActivates fog of war functionality.
CenterWorld-space center of the fog of war area.
SizeWorld-space dimensions of the fog of war area.
Texture Width / HeightResolution of the fog of war mask (32 to 2048).
Restore DelaySeconds before cleared fog begins restoring. Set to 0 for permanent cuts.
Restore DurationDuration of the fog restore animation.
Tip: Fog of War relies on Z-buffer data. It requires geometry under the fog (terrain, ground meshes). Transparent shaders do not write to Z-buffer and will not work.

Transparency

ParameterDescription
Compute DepthCalculates depth for billboard trees and transparent objects. Adds an extra render pass. Disable if not needed.
Render Before TransparencyRenders fog before transparent objects. Best performance but transparent objects appear on top of fog.
Transparency ModeNone (best performance), Blend (blends transparent objects with fog using configurable power).
Blend PowerControls blend intensity when Transparency Mode is set to Blend.

Geometry Mask

ParameterDescription
ModeEnable in Shader Options. Normal (fog inside mesh volumes only) or Inverted (fog outside mesh volumes only).
Layer MaskLayers containing the mask objects.
RefreshRe-scans the scene for mask objects.
DownsamplingPerformance optimization for the mask render pass.
Important: Mesh Renderers on mask objects must be disabled. The mask objects only provide geometry data, they should not be visible themselves.

Shader Options

Click the Shader Options button at the top of the Inspector to access advanced shader configuration. These options control which shader keywords are compiled, affecting build time, VRAM usage and feature availability.

OptionDescription
Max Point LightsMaximum number of point light slots compiled into the shader.
Native Directional ShadowsReuse Unity's shadow map (default). Disable to use a custom shadow pass with more control.
Cookie SupportEnable directional light cookie support in fog shadows.
Blue NoiseImproved dithering pattern.
Fog MaskNormal or Inverted geometry mask mode.
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