Performance Tips
intermediate performanceVolumetric Fog & Mist (Built-in) · Troubleshooting & FAQ
Performance Tips
Volumetric Fog & Mist uses an optimized ray-marching algorithm that delivers high-quality results but requires desktop/console-class GPU hardware. The following tips help you balance visual quality against performance.
Key Performance Parameters
| Parameter | Action | Impact |
|---|---|---|
| Max Distance | Reduce to match your scene's actual needs. | High — eliminates unnecessary fog calculations beyond visible range. |
| Stepping | Reduce to lower ray-march iterations. | High — directly affects GPU workload per pixel. |
| Stepping Near | Increase when Stepping is reduced. | Medium — preserves nearby fog quality cheaply. |
| Downsampling | Increase to x2 or x4. Enable "Edge Improvement" to reduce artifacts. | High — renders fog at lower resolution. x2 is usually a good balance. |
| Sky Haze | Set to 0 if not needed. | Medium — removes horizon haze computation. |
| Distance (Starting) | Set to 0 if not needed. | Low — removes distance fade computation. |
| Height | Use the minimum value that achieves the desired look. | Medium — limits the vertical extent of ray-marching. |
| Compute Depth | Disable unless needed for tree billboards or transparent objects. | Medium — removes an additional rendering pass. |
| Transparency Mode | Set to None when transparent object blending is not needed. | Low-Medium — avoids extra composition overhead. |
Optional Features Checklist
Verify that features you are not using are actually disabled to avoid wasting GPU cycles:
| Feature | How to Disable |
|---|---|
| Point Lights | Set range to 0 for unused slots. Reduce max slots in Shader Options. |
| Light Scattering | Uncheck the Enable toggle. Ensure the effect is visible when enabled (sun must be in view) to avoid wasted work. |
| Fog Void | Set radius to 0. |
| Fog of War | Uncheck the Enable toggle. |
| Sun Shadows | Uncheck if not needed. Custom shadow pass is more expensive than native shadows. |
Shader Keyword Optimization
Use the Shader Options section at the top of the Inspector to disable features you do not need. This reduces the number of compiled shader variants, which directly improves build time and reduces GPU overhead.
For project-level shader keyword management, consider using Shader Control.
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