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Volumetric Fog & Mist 2 (URP) · Troubleshooting & FAQ

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.

Does Volumetric Fog & Mist 2 work with the Built-in pipeline?

No. This version is designed exclusively for the Universal Render Pipeline (URP). For Built-in pipeline projects, use the separate Volumetric Fog & Mist package.

Which Unity versions are supported?

Unity 2022.3 LTS and later. Point lights with shadows require Unity 2022.3+.

Does it work with VR / XR?

Yes. Single Pass Instanced rendering is supported. If you experience issues, enable Alternate WS Reconstruction in the Volumetric Fog Manager Shader Options as a workaround for known URP matrix bugs in VR.

Can I use multiple fog volumes in one scene?

Yes. Each fog volume can have its own profile with different settings. The Volumetric Fog Manager handles global resources (camera, lights, point light tracking) shared across all volumes.

Where can I find additional noise textures?

Check the Demo/Noise Textures folder for additional noise and detail noise textures. You can also generate custom textures using the Noise Generator tool in the Volumetric Fog Manager.

A preset (e.g. Sea Clouds) looks different in my project than in the demo scene.

Presets bake specific noise and volume values tuned for the demo scene's world scale. In a project with a different scale, the noise pattern and volume proportions won't match.

To fix this, adjust Noise Scale proportionally to your world size difference (Sea Clouds uses 9, for example). Scale the fog volume's Transform to match your scene proportions. Then enable Scale Noise With Height on the fog profile - this auto-adapts noise frequency to the volume's Y scale so presets look consistent regardless of world size.

You can also enable Detail Noise to add an extra layer of noise that breaks uniformity at large scales, making the result look more natural.

If you still can't match the look, submit both setups (your scene values and the demo preset values) through Kronnect Support for direct comparison.

How do I make fog render correctly with transparent objects (water, glass)?

Volumetric Fog relies on the depth buffer, which transparent objects do not write to. You have two options:

  1. Shader Graph integration — use the custom function node to blend fog into your transparent shader (see the DemoShaderGraph scene).
  2. Depth Pre-Pass — configure the Transparent Objects and Alpha Clipping layers in the Volumetric Fog Manager, and add the DepthRenderPrePassFeature to your URP Renderer.

For more precise results, enable Depth Peeling in the Volumetric Fog Manager.

How do I exclude specific lights from affecting the fog?

Enable Use Rendering Layers in your URP Asset. Then assign different rendering layers to your lights and fog volumes to control which lights affect which fog.

My world-space canvas UI is hidden behind the fog. How do I fix it?

Increase the Order In Layer value on the Canvas component (e.g., set it to 1) to force the canvas elements to render on top of the fog.

How do I integrate fog into VFX Graph particles?

VFX Graph uses its own shader templates, so fog is not applied automatically. You need to inject the fog support shader (shadergraphsupport.hlsl) into the VFX Graph output template files (e.g., passforwardcommon.template for ParticlePlanarPrimitives or ParticleMeshes). After modifying the templates, add the Fog Transparent Object component to the VFX GameObject. Note that Unity or package updates may overwrite modified templates.

What is the most impactful setting for performance?

The Downscaling value in the Volumetric Fog Manager. Values of 1.5–2.0 significantly reduce GPU cost. Also consider reducing Raymarch Quality and increasing Raymarch Min Step.

Native Lights vs. Fast Point Lights — which should I use?

Fast Point Lights are more performant (up to 16 lights, no shadows, optimized code). Native Lights support all light types including shadows but require a capable GPU. For mobile or VR, prefer Fast Point Lights.

Can I use Volumetric Fog on mobile?

Yes. For best results: increase Raymarch Min Step, reduce Quality, enable Downscaling (1.5–2.0), reduce Render Scale in URP, set Depth Texture Mode to Force Prepass, and consider using Distance Fog alone if volumetric is too heavy.

Fog works in Editor but not in builds. What is wrong?

This is almost always one of two issues: (1) the build platform URP Asset does not have Depth Texture enabled, or (2) shader variants are being stripped. See Troubleshooting > Shader Stripping for solutions.

Fog of war does not work in builds but works in Editor.

Fog of war uses a shader_feature pragma. If it is only enabled at runtime via script, Unity strips the variant. Replace the pragma with #define VF2_FOW 1 or #pragma multi_compile_local_fragment _ VF2_FOW in the shader file. See Troubleshooting.

Issues with Addressables?

When scenes are loaded via Addressables, Unity may not detect shader features needed by fog volumes in those scenes. Make sure you put a volumetric fog volume in the main build (it can be a dummy, invisible volume) so Unity includes all required shaders. Alternatively, convert shader_feature pragmas to multi_compile.

My question is not answered here.

Visit the Kronnect Support and post your question. The team typically responds within 24 hours.

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.

How does the day/night option in volumetric fog work?

The day/night option syncs the volumetric fog lighting with the Sun's altitude. It reflects the lighting intensity based on the Sun's position, so when the Sun is below the horizon, the fog appears dark just like other objects in the scene. It's not a separate day/night mode toggle, but rather an automatic lighting synchronization feature.

How can I completely disable volumetric fog to avoid any performance impact?

Set the density to 0. This disables volumetric fog entirely without any performance cost.

In Unity 2023, volumetric fog renders fine in scene view but not in playmode when looking up at it, only when looking down. How do I fix this?

This is a render queue issue in Unity 2023. The fog with a higher render queue is not rendering over an opaque render texture with a lower render queue. Try setting the fog to render after transparents instead of before transparents. If you see an outline artifact around objects in front of the fog, ensure Depth Texture is enabled and check that no managers are active in your render pipeline, as managers cause render queues to be disregarded.

How can I rotate the volumetric fog plane to display along a different axis in Volumetric Fog & Mist 2?

Open the Volumetric Fog Manager, click the 'Shader Options' button, and you will find the rotate volume option there. Note that rotating the game object itself does not affect the fog orientation - you must use the shader settings to change the fog plane's axis.

How can I optimize volumetric fog performance in VR to maintain stable 72 fps when the fog is causing 15-20ms CPU overhead?

The developer recommends checking the performance optimization guide at https://kronnect.com/guides/volumetric-fog-urp-performance-tips/. Key settings to adjust include: enabling 'constant density' mode (though it affects visual quality), disabling HDR and MSAA, and experimenting with the Depth render pre-pass setting. Note that volumetric fog is CPU-intensive in VR and may require significant optimization to maintain target frame rates.

How can I fade the edges of fog area boxes similar to height falloff?

In URP, you can enable the Border setting in the Volumetric Fog Manager. Click the Shader Options button to enable this option, then you can configure the edge fading in the fog volumes.

How do I fix volumetric fog appearing incorrectly on VR controllers or specific objects in the scene?

Try enabling the 'Flip Depth Texture' option in the Volumetric Fog Manager. This setting is useful for rare cases where depth texture interpretation differs, such as with certain VR camera rigs. Note that it may look incorrect in the editor but can work correctly in the built application.

What are the consequences of decreasing the fog of war texture size to improve performance?

Decreasing texture size primarily affects granularity and visual quality. A texture size of 32 is considered too small. The performance impact depends on whether the affected areas are actually being rendered - if they're in zero alpha areas, performance gains may not be noticeable.

How do you completely hide or disable volumetric fog in the SceneView, including Distance Fog effects?

Disable the Volumetric Fog gameobject completely. The Distance Fog is a special draw call issued by the Volumetric Fog volume, so toggling visibility with the eye icon or disabling the render feature alone won't disable all fog effects. Disabling the gameobject itself will fully disable all fog rendering.

Why is volumetric fog not appearing in one of my cameras?

Fog volumes are GameObjects that render based on camera culling settings. If fog is missing in one camera, check that the camera's culling mask includes the layer of the fog volume GameObject. The second camera may be culling the fog volume's layer.

How are fog of war texture coordinates mapped in volumetric-fog?

Fog of war coordinates are in world space, not relative to the fog box. The texture coordinates are centered at world origin (0,0) by default. In the URP version, there is an option to automatically position coordinates based on the box, but the built-in pipeline version does not have this option.

Why does volumetric fog disappear or render incorrectly when using many lights with native lights enabled?

This is a limitation of Forward and Deferred rendering paths when using many lights. Switch to Forward+ rendering path, which is optimized for scenes with many lights. Alternatively, reduce the maximum number of lights in the URP asset settings, though this won't affect Deferred renderers.

How can I use Sub Volumes to fade out fog at certain locations while the player is inside the volume?

Create a Sub Volume with a 'null profile' that has density set to 0. This will fade out the fog effect in that region while maintaining the fade transition.

When tweening the fog distance property via code, the changes don't take effect even though the value updates in the inspector. Why does manually changing the distance value work, but code changes don't?

You need to call UpdateMaterialProperties() after changing the fog.profile.distance value via code. This method updates the material properties to reflect the changes. Manual inspector changes trigger this automatically, but programmatic changes require an explicit call.

How do I fix visual artifacts that appear when naive lights are enabled in volumetric fog?

The artifacts are likely jittering. Try reducing the jittering option in the settings. Alternatively, enable the blur feature in the volumetric fog render settings, which should eliminate the artifacts.

Why is there no glow visible in volumetric light when using default point lights?

The issue is likely that the maximum number of lights in URP per object has been exceeded. Try enabling Forward+ rendering instead of the default Forward renderer. If Forward+ causes artifacts, you may need to reduce the number of lights affecting the volumetric fog volume or adjust your lighting setup.

Use the asset's built-in Fog Sub-Volume system. Create a Sub-Volume as a child GameObject (GameObject > Effects > Fog Sub-Volume), configure its settings, and the fog will automatically transition when the player/camera enters the volume. This is more efficient than manually lerping 10+ settings every frame, as the asset handles the rendering internally.

Why does volumetric fog appear to animate faster when the character moves inside it compared to when fully immersed?

This could be due to low sampling count based on settings. Try setting raymarch quality = 6, raymarch min step = 0.25, jittering = 1.25, and dithering = 1 to improve the rendering quality and reduce this effect.

How do I access the render queue option for fog volumes?

The render queue option is only available in the URP (Universal Render Pipeline) version of volumetric-fog. In the standard version, you can only control rendering order using Sorting Mode and Order settings.

How can I use volumetric light effects on spot lights?

In URP, enable the 'Native Lights' option in the volumetric fog volume inspector. This makes the fog compatible with all URP realtime lights and shadows, including spot lights. The FogPointLight component is only used by the 'Fast Point Light' option, which supports point lights only.

SetFogOfWarAlpha changes are not visible at runtime even though painting works in the editor. What could be causing this?

Make sure there is something below the fog layer like terrain or a plane. The fog of war needs geometry beneath it to be visible at runtime.

How can I display volumetric fog with different transparency levels on two different cameras?

You have two options: (1) Use two separate volumes with different profiles and assign them to different camera layers, or (2) Use the camera precull event to modify the fog alpha value just before each camera renders. The second approach allows dynamic adjustment without creating duplicate volumes.

What are subvolumes and how do they work?

Subvolumes allow you to change the appearance of a volume when the camera enters specific areas within it. For example, you can enclose an entire house in one volume but have different densities, colors, or other settings per room as the player moves between them.

How do I fix foliage and vegetation disappearing or becoming invisible when volumetric fog is enabled, especially when viewed from certain angles?

Ensure Depth Texture is enabled and set to 'After Opaque' in the URP asset settings. Additionally, disable Depth Priming. If the issue persists after these changes, use Shader Graph to configure the material properly for transparency handling with volumetric fog, or provide a reproduction case for further investigation.

Where is the Distance Fog option in Volumetric Fog and how do I use it for performance optimization on older hardware?

The Distance Fog option is available in Volumetric Fog for URP. You can enable it and set Density to 0 to render only the Distance Fog, which provides better performance on older or less capable hardware. Refer to the performance tips guide at https://kronnect.com/guides/volumetric-fog-urp-performance-tips/

When using downsampling, the fog renders after UI elements in the transparency queue, overlaying and obscuring world-space canvas UI. How can this be fixed?

Set the render event to BeforeTransparent in the Volumetric Fog Render Feature. Alternatively, use a second camera to render just your UI separately from the fog.

How do I fix volumetric fog appearing in front of objects like roads when using a custom mesh shape for the fog volume?

This occurs when the road shader doesn't write to depth. Enable the transparency options in the Volumetric Fog Manager and include your road in the transparency layer (or cutout layer if the road has holes). This allows the fog to properly respect the depth of objects that don't write to the depth buffer.

Why does volumetric fog with Native Lights enabled flicker and show weird effects when moving close to a spotlight?

The raymarch quality setting is too low. Increase the raymarch quality and also increase the jittering value to resolve the flickering effect.

When Detail Noise is enabled, fog appears inside the minimum distance and doesn't get cleared when adjusting Distance and Distance Falloff parameters. How can this be fixed?

The Detail Noise Offset parameter controls this behavior. Lowering the Detail Noise Offset value will reduce or eliminate the fog appearing inside the minimum distance. If you need the fog to be fully removed inside the minimum distance as in previous versions, you may need to revert to an earlier version of the asset.

How do I adjust the render queue for Volumetric Fog Mist 2, and why does it revert to default when I disable and re-enable the scene?

The render queue is managed by the Volumetric Fog component itself through a setting in the inspector. If you're using the Volumetric Fog Render Feature, fog volumes will render at the injection point defined by the render feature, and individual render queue settings will be ignored.

How can I dynamically crop or limit volumetric fog to specific areas of a map without using custom meshes?

You have three options: (1) Use a fog void to cancel fog on large rectangular areas, (2) Use multiple fog volumes arranged in a mosaic pattern to cover only the areas you need, or (3) Use the fog of war feature and clear fog areas using the fog of war editor from the scene view.

What is the visual result of using too few iterations when rendering large volumetric fog volumes?

Too few iterations primarily causes aliasing artifacts, especially when using shadows. Jitter and blur can help mitigate these artifacts.

How does the near stepping distance setting work in volumetric fog?

Near stepping adds extra fog samples only within the first (1 + raymarchNearStepping) meters from the camera, fading to normal at that distance. For example, with the default value of 8, it covers 9 meters with approximately 9x more samples at 1m, 3x at 3m, 1.5x at 6m, and no extra beyond 9 meters. The minimum step size is not affected by this setting and is applied as a constant offset after near stepping calculations.

Why does volumetric fog work correctly in the Unity editor but only darkens the scene in builds without showing variable density?

This is typically a shader stripping issue. Check your project's shader stripping settings in Build Settings. Ensure that shader variants used by volumetric fog are not being stripped during the build process. Adjust your shader stripping configuration to include the necessary variants for the fog to render correctly in builds.


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