Super Haze - atmospheric haze for URP
SplashArt Toolbox
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Screen-space heat distortion and atmospheric haze for URP. Procedural noise, Kawase blur, Volume controls. Render Graph native. No textures needed. Unity 6 ready.Super Haze adds two screen-space post-processing effects to your URP project — heat shimmer distortion and atmospheric haze — in a single, lightweight renderer feature.The distortion pass generates UV offsets from procedural FBM noise (Value, Perlin, or Simplex), then feeds the result through a Kawase blur with adjustable iterations and a desaturation/tint stage. Everything runs through depth masking and height masking, so the effect fades naturally with camera distance and stays locked to a world-space layer you define.Three rendering modes are included:• Heat Distortion — shimmering air above hot surfaces, exhaust vents, desert roads• Atmospheric Haze — distant blur and colour shift for depth and mood• Combined — both effects layered togetherAll 24 parameters sit on a standard Volume override, which means full per-zone blending out of the box. Drop a Volume trigger on a desert area and a separate one on a snowy mountain — each gets its own look with smooth transitions between them.The shader is fully procedural. No noise textures to manage, no render targets to configure. Add the renderer feature, add the Volume override, adjust sliders, done.Performance scales with a built-in downscale option. Quarter resolution with 2 blur passes costs roughly 0.05 ms at 1080p. Half resolution at 3 passes sits around 0.15 ms. Suitable for mobile (Android arm64, iOS) and desktop alike.Built for Unity 6 (6000.0+) and URP 17+ with native Render Graph support — no compatibility mode, no legacy command buffers.Includes documentation (PDF), a demo scene builder, and full source code.Renderer Feature• 1 ScriptableRendererFeature with a 3-pass pipeline (distortion map → Kawase blur → composite)• Render Graph native — no compatibility mode fallback• Single custom shader: Hidden/io.splashart/SuperHaze (3 passes, 8 keyword variants)Noise Generation• Procedural FBM with selectable algorithm: Value, Perlin, or Simplex• Configurable octaves (1–4), lacunarity, persistence, scroll direction, speed• Zero texture dependencies — all noise computed in the fragment shaderPost-Processing• Kawase blur with 1–6 iterations, O(1) per pixel per pass• Desaturation control and colour tint for atmospheric haze• Depth mask (near fade + far distance ramp) and height mask (base + range + falloff exponent)• Downscale modes: Full, Half, Quarter resolutionVolume Integration• 24 parameters on a VolumeComponent with ClampedFloatParameter/ClampedIntParameter• Full blending between overlapping Volumes• 3 effect modes: Heat Distortion, Atmospheric Haze, CombinedPlatform Support• Windows (DX11, DX12, Vulkan), macOS (Metal), Linux (Vulkan)• Android (Vulkan, OpenGL ES 3.0+, arm64), iOS (Metal)• WebGL 2.0• Minimum: Unity 6000.0, URP 17.0, Depth Texture enabledPerformance (1080p benchmarks)• Quarter res / 2 blur iterations: ~0.05 ms• Half res / 3 blur iterations: ~0.15 ms• Full res / 6 blur iterations: ~0.5 msIncluded• Full C# and HLSL source code• PDF documentation with setup guide, parameter reference, troubleshooting• Demo scene builder• Editor inspectors with depth texture validation warnings• Third-party notice: Simplex noise adapted from Ashima Arts (MIT)




