Troubleshooting

intermediate troubleshooting

Volumetric Lights 2 (Built-in) · Troubleshooting & FAQ

Troubleshooting

This page covers the most common issues users encounter with Volumetric Lights 2 for Built-in RP and how to resolve them.

Volumetric effect not visible

SymptomYou added the Volumetric Light component but see no volumetric effect in Game view.
CauseThe light may be disabled, the camera may be outside the light range, or the density is too low.
Solution
  1. Ensure the Unity Light component is enabled (or enable Always On on the Volumetric Light).
  2. Verify the camera is within the light's range. Increase the light range or move the camera closer.
  3. Increase Density to at least 0.2 and Brightness to 1.0 or higher.
  4. Check that Light Mode is not set to a mode incompatible with your light type.
  5. Make sure the volumetric mesh's Render Queue places it after opaque objects.

Banding or stepping artifacts

SymptomVisible bands or steps in the volumetric fog instead of a smooth gradient.
CauseInsufficient ray-march samples or missing dithering/jittering.
Solution
  1. Increase Raymarch Quality or switch to a higher quality preset.
  2. Enable Dithering and Jittering to break up visible steps.
  3. Enable Use Blue Noise for more uniform dithering distribution.
  4. Add the Post Process component and apply 1–2 Blur Passes.

Shadows not appearing

SymptomShadow occlusion is enabled but objects do not cast shadows into the volumetric light.
CauseThe shadow culling mask does not include the object's layer, or the object's shadow casting is misconfigured.
Solution
  1. Verify the object's layer is included in the Volumetric Light's Shadow Culling Mask.
  2. Ensure the object's Mesh Renderer has Cast Shadows set to On (not Shadows Only — this is not supported by Volumetric Lights).
  3. For point lights, check that the Shadow Bake Mode covers the direction of the object relative to the light.
  4. Try setting Shadow Bake Interval to EveryFrame to confirm shadows work before switching to OnStart.

Conflict with Grab Pass shaders

SymptomErrors or visual glitches when shadow occlusion is enabled alongside shaders that use GrabPass (e.g., water shaders).
CauseThe shadow camera's depth-only render texture format conflicts with Grab Pass.
Solution
  1. Enable Use Default RT Format in the Shadow Occlusion section (this is the default).
  2. Alternatively, place the conflicting object on a separate layer and exclude it from the Shadow Culling Mask.

Error with OptimizeShadowCasters disabled

SymptomRuntime error when shadow occlusion computes and OptimizeShadowCasters is set to false.
CauseCertain object shaders are incompatible with unoptimized shadow rendering.
Solution
  1. Enable OptimizeShadowCasters on the Volumetric Light component.
  2. If you need it disabled, place the problematic objects on a separate layer and exclude that layer from the Shadow Culling Mask.

Transparent objects hidden by volumetric effect

SymptomTransparent objects (glass, particles, UI) are drawn behind the volumetric effect.
CauseTransparent objects do not write to the depth buffer. The volumetric effect renders in the transparent queue and may draw on top.
Solution
  1. Adjust the Render Queue of the volumetric light to render before your transparent objects.
  2. On the Post Process component, enable Render Before Transparent Objects.
  3. For specific transparent objects, adjust their shader's render queue to be higher than the volumetric light's queue.

Slow shader compilation on first build

SymptomFirst build takes several minutes compiling Volumetric Lights shaders.
CauseShader keyword combinations generate many variants. This is normal for the first build.
Solution
  1. This is a one-time cost — Unity caches compiled shaders for subsequent builds.
  2. To reduce variants, see Build Optimizations for removing unused keywords.

Artifacts with orthographic camera

SymptomVolumetric effect looks incorrect or does not render properly with an orthographic camera.
CauseOrthographic projection support is disabled by default in the shader.
Solution
  1. See the Orthographic Camera Support page for enabling the ORTHO_SUPPORT shader define.

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