Troubleshooting

intermediate troubleshooting

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

Troubleshooting

This page covers the most common issues encountered with Volumetric Fog & Mist 2 for the Built-in Render Pipeline and how to resolve them.

No fog visible

SymptomThe VolumetricFog component is added to the camera but no fog appears in Play mode.
CauseIncorrect setup, zero density, or the component is on the wrong camera.
Solution
  1. Confirm the VolumetricFog script is attached to the active Main Camera.
  2. Check that Density is greater than 0.
  3. Verify the camera is using the Built-in Render Pipeline (not URP or HDRP).
  4. Try assigning one of the included presets from VolumetricFog/Resources/Profiles.

Fog is too dark or black

SymptomFog renders but appears completely dark or nearly invisible.
CauseNo light source assigned or ambient light is too low.
Solution
  1. Assign a Directional Light to the Sun property.
  2. Increase the Light Intensity parameter.
  3. Check that the Fog Color Mode matches your lighting setup (try "Natural" or "Single Light").
  4. Increase Ambient Light intensity in Window > Rendering > Lighting.

Banding or ring artifacts

SymptomVisible concentric rings or color banding in the fog, especially on the sky.
CauseInsufficient color precision or ray-march sampling.
Solution
  1. Enable HDR on the camera.
  2. Enable Dithering and Jittering in Optimization & Quality settings.
  3. Increase the dithering intensity for low-density fog.
  4. Enable Blue Noise in Shader Options.

Low frame rate

SymptomSignificant FPS drop after enabling Volumetric Fog.
CauseToo many expensive features enabled, or excessive render distance/quality.
Solution
  1. Reduce Max Distance and Stepping.
  2. Increase Downsampling to x2 or x4.
  3. Disable unused features: Light Scattering, Point Lights, Fog of War, Compute Depth.
  4. See the Performance Tips page for a complete optimization guide.

Transparent objects look wrong with fog

SymptomParticles or transparent objects are clipped, invisible, or show strange colors when fog is active.
CauseRender order conflict between fog and transparent objects.
SolutionTry one of these approaches (they are mutually exclusive):
  1. Render Before Transparency — fastest option. Transparent objects draw on top of fog.
  2. Compute Depth with "Tree Billboards And Transparent Objects" scope — treats transparent objects as cutout. Adjust Cut Off value for best result.
  3. Transparency Mode: Blend — blends transparent objects with fog. Adjust Blend Power for the desired look.

Shader errors in builds

SymptomFog works in the Editor but fails or looks wrong in builds.
CauseShader variant stripping removes required keyword combinations.
Solution
  1. Disable Strict Shader Variant Matching in Player Settings > Configuration.
  2. Use Shader Options in the Inspector to remove unused keywords before building.
  3. Check Edit > Project Settings > Graphics > Shader Stripping and reduce stripping level.

Fog Volumes not triggering transitions

SymptomWalking through a Fog Volume does not change fog settings.
CauseMissing colliders or incorrect target assignment.
Solution
  1. Ensure the Fog Volume game object has a Collider component with Is Trigger enabled.
  2. Ensure the camera (or assigned Target Collider) has a Collider and Rigidbody (or CharacterController).
  3. Verify the Target Fog property points to the correct VolumetricFog instance.
  4. Enable Debug Mode on the FogVolume component to check enter/exit events in the Console.

VR rendering issues

SymptomFog renders incorrectly in VR (offset, duplicated, or missing in one eye).
CauseSingle-Pass Stereo setting mismatch.
Solution
  1. Verify that the VR mode shown in the VolumetricFog Inspector matches your Player Settings stereo rendering mode.
  2. If XR is not needed, disable it by commenting #define ENABLE_XR in VolumetricFog.cs.

Still stuck?

If your issue is not listed here, check the FAQ or contact support at contact@kronnect.com with your Unity version and a description of the problem.

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