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Dynamic vs Volumetric Fog & Mist

Which to pick?

  • Choose Dynamic Fog & Mist when you need a lightweight, fast, height/screen-space fog for gameplay with simple fog-of-war clears and minimal setup. Great for mid/low-end targets and scenes that change often.
  • Choose Volumetric Fog & Mist when you need true volumetric lighting, richer interactions (lights, voids, terrain fit, transparents), and advanced fog-of-war tooling. Best for cinematic or higher-fidelity targets.

Feature comparison

Category Dynamic Fog & Mist 2 Volumetric Fog & Mist 2
Rendering model 2D/height-based screen/volume 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 (holes) Not available Yes; up to 8 tracked voids
Lights Limited; only day-night cycle from main light Native lights; fast point lights; APV support
Distant/sky fog Not a separate pass Dedicated distant-fog pass with noise & lighting
Terrain fit Not available Heightmap capture camera 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 handling Standard URP pass Depth prepass options, transparent/semi-transparent masks, depth peeling toggle, shadergraph integration
Performance profile Lower cost; minimal passes Higher cost; raymarch + optional depth prepasses, lights, distant fog, voids, terrain capture
Best use cases Gameplay, open worlds, fast weather, mid/low-end Cinematics, shafts, high-fidelity atmosphere, authored volumes

Performance notes

  • Dynamic Fog: Typically one main pass; FoW and blur add modest cost. Good for lower-end GPUs.
  • Volumetric Fog: Cost scales with sample density, resolution, 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 contain cost.

Note: when you purchase Volumetric Fog & Mist, you will get Dynamic Fog & Mist for free!

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