Dynamic vs Volumetric Fog
beginner start hereVolumetric Fog & Mist 2 (URP) · Start Here
Which to pick?
Choose Dynamic Fog & Mist when you need a lightweight, fast fog effect for gameplay with simple fog-of-war and minimal setup. Great for mobile, VR/XR and mid/low-end targets.
Choose Volumetric Fog & Mist when you need true volumetric lighting, richer interactions (lights, voids, terrain fit, transparency support), and advanced fog-of-war tooling. Best for cinematic or higher-fidelity targets on desktop and console.
Feature comparison
| Category | Dynamic Fog & Mist 2 | Volumetric Fog & Mist 2 |
|---|---|---|
| Rendering model | 2D/height-based screen fog | Raymarched volumetric fog (3D) |
| Fog of War | Yes - square texture, main-thread updates, circle/rect edits | Yes - separate width/height, optional background-thread updates, circle/rect + collider + mesh stamping, coverage preview |
| FoW texture size | Single size (square) | Independent width/height, local/world anchoring |
| FoW transitions | Up to 10k | Up to 64k |
| FoW blur | Yes | Yes |
| Fog voids | Not available | Yes - up to 8 tracked voids per volume |
| Lights | Limited - day/night cycle from main light only | Native spot/point/directional lights with shadows, fast point lights (up to 16), APV support |
| Distant/sky fog | Not a separate pass | Dedicated distant-fog pass with noise & lighting |
| Terrain fit | Not available | Heightmap capture to conform fog to terrain/meshes |
| Sub-volumes | Yes (profile blending) | Yes (profile blending) |
| Follow mode | Basic (controller fade) | Follow target (Full XYZ / XZ) with offsets |
| Update throttling | Standard per-frame | "When visible" / "camera inside bounds" modes |
| Transparency | Standard URP pass | Depth prepass options, transparent/semi-transparent masks, depth peeling, ShaderGraph integration |
| VR / XR | Yes (Single Pass Instanced) | Yes (Single Pass Instanced) |
| Performance | Lower cost - minimal passes | Higher cost - raymarch + optional depth prepasses, lights, distant fog, voids, terrain capture |
| Best for | Gameplay, open worlds, fast weather, mobile, VR | Cinematics, light shafts, high-fidelity atmosphere, authored volumes |
Performance notes
Dynamic Fog: Typically one main pass. Fog of War and blur add modest cost. Good for lower-end GPUs, mobile devices and standalone VR headsets like Meta Quest.
Volumetric Fog: Cost scales with sample density, resolution, number of lights (native/point), depth prepasses (transparent/semi-transparent, depth peeling), distant-fog pass, voids, and terrain-fit capture. Use downscaling, edge-aware blur, and update-throttling modes to keep cost under control.
VR / XR recommendations
Both assets support VR with Single Pass Instanced rendering. For choosing between them in VR projects:
- Standalone VR (Meta Quest, Pico) - use Dynamic Fog. The lower GPU cost leaves headroom for the rest of your scene.
- PC VR (SteamVR, Oculus Link) - either works. Start with Volumetric Fog for best visuals and switch to Dynamic Fog if you need to reclaim GPU budget.
- Combining both - use Volumetric Fog for close-range volumes (e.g. a cave entrance) and Dynamic Fog for the distant horizon haze. This gives cinematic quality where it matters while keeping the overall cost manageable.
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