Optimised Volumetric Smoke, Gas & Carving (URP + Built-in)
SquikMouse
$23.09
$32.99
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Fast, raymarched volumetric smoke & gas for URP and Built-in — world-conforming, bullet- and blast-carvable, fully adjustable, and easy to drop in.One package, both URP and Built-in. Renderer auto-selects, no errors. Half-res mode: on URP add the Smoke Render Feature and enable Depth Texture; on Built-in add the Smoke Builtin Renderer to your camera. A 1-click Setup window does both. HDRP not supported. URP half-res needs Unity 6 / 2023.3+ (RenderGraph); Built-in any version. Two demo scenes, one per pipeline. No third-party dependencies.Optimised Volumetric Smoke is a real-time, raymarched smoke and gas system for Unity. Instead of flat billboard particles, it renders genuine 3D volume that you can walk into, see lit and shaded from every angle, and shoot straight through. It's built from the ground up for performance, so you can actually use it in a shipping game. KEY FEATURES • Real raymarched volumetrics: soft, lit, animated smoke with self-shadowing, gravity slump, soft edges and an adjustable density floor. • World conformance (CS2-style): clouds flood-fill the air they can actually reach, blocked by your level geometry, and spread by volume so they flow down corridors instead of clipping through walls. • Bullet & explosion carving: shoot healing tunnels through smoke and blast spherical holes with grenades, with organic, noise-distorted edges. One-line API. • Seamless overlapping smoke: overlapping clouds composite without popping and merge into one continuous volume in a single unified pass, with no seams. Works in both URP and Built-in. • Heavily optimised: half-resolution rendering, a baked 3D-noise texture, distance-based adaptive step count, frustum culling, early-out integration and near-zero per-frame allocations. Spam clouds and watch the framerate hold. • Grenade-ready: timed clouds that fade in, hold, then dissipate realistically (thinning into drifting wisps with a gentle shrink), plus an IsInside() check for your own gas-damage logic. FULLY CUSTOMISABLE Everything is exposed in the Inspector: colour, shadow colour, density, opacity, noise scale, edge softness, gravity, lumpiness, wind, boil speed, light direction, step count, soft depth, bounds roundness and more. One shader, many looks: dial in thick opaque combat smoke, thin see-through coloured gas, or anything between. Smoke and Gas presets are included to start from. Live-tune it and watch it change in real time. SUITED TO MANY GENRES Designed with tactical and competitive shooters in mind (CS-style smokes, gas grenades, vision-blocking cover), but equally at home in horror, stealth, survival, and atmospheric or cinematic scenes. If your project needs believable, interactive smoke, gas, fog or steam, it fits. ONE PACKAGE, BOTH PIPELINES Works in URP and the Built-in Render Pipeline from a single import, with the same feature set on both, including the seamless overlapping-smoke compositing. The correct renderer is selected automatically and the URP-only code excludes itself on Built-in, so there are no errors either way. A one-click Setup window enables the half-resolution performance mode for your pipeline. EASY TO USE Drag in a ready-made prefab, use the GameObject menu, or add the Smoke Volume component to any object. Carve it from your own weapons with SmokeVolume.CarveBullet(...) / CarveSphere(...). Full source is included, no DLLs. WHAT'S INCLUDED • Drop-in Smoke Volume component + carve API • Universal smoke shader (URP + Built-in) and optional half-res renderers • Ready-made Smoke / Gas / Smoke Grenade prefabs • Demo scenes (one per pipeline) with a fly camera, throwable grenades, shooting, and an FPS HUD • Full PDF user guide + script reference REQUIREMENTS • Unity 6 (6000.0) or newer recommended (Unity 2023.3+ is required for URP's half-resolution mode, which uses RenderGraph; Built-in has no version requirement) • URP (enable Depth Texture) or the Built-in Render Pipeline • The demo uses the Input System package (the asset itself does not) • No third-party Asset Store dependencies, all source included• Real-time raymarched volumetric rendering (true 3D volume, not billboards) • Single package supports URP and the Built-in Render Pipeline: pipeline auto-detected; URP-only code self-excludes on Built-in (no errors) • Half-resolution render + upsample composite: URP ScriptableRendererFeature (RenderGraph) and Built-in CommandBuffer • Order-independent compositing (WBOIT) plus a unified multi-volume march: overlapping clouds blend without popping or sort-flicker and merge into one seamless raymarch (one march per overlapping cluster, not one per volume), on both URP and Built-in • Precomputed tileable 3D noise texture (one fetch vs procedural noise) for a major shading speedup • Distance/coverage-based adaptive step count, frustum culling of off-screen volumes, transmittance early-out, and no per-frame allocations on the steady-state render path • CS2-style world conformance: voxel-grid flood-fill (Physics.Linecast) bounded by a volume budget so clouds keep near-constant volume and flow down corridors; amortised over frames, uploaded as a 3D texture • Bullet (capsule) and explosion (sphere) carving via GPU structured buffer; holes heal over time with organic noise-distorted edges • Depth-aware soft intersection so smoke dissolves into geometry instead of hard-clipping • Optional self-shadowing, gravity slump, edge fade, density floor, vertical (AO-style) shading, and rounded/spherical bounds • One shader does opaque smoke or thin see-through gas: every parameter exposed in the Inspector (colour, density, opacity, noise scale, wind, boil, lighting, quality, etc.) • Grenade-ready timed clouds (fade in, hold, dissipate, self-destruct) + IsInside() query for custom gas damage • One-line static carve API: SmokeVolume.CarveBullet(...) / CarveSphere(...), no per-cloud references needed • Drop-in Smoke Volume component, ready-made prefabs, GameObject menu entries, and a one-click Setup window • Full C# source included (no DLLs), organised with assembly definitions • Two demo scenes (URP & Built-in), fly camera, throwable grenades, shooting, and an on-screen FPS / 1%-low HUD • PDF user guide + script reference • Unity 6 (6000.0)+ recommended (URP half-resolution mode needs RenderGraph / Unity 2023.3+); no third-party Asset Store dependenciesAI was used as a coding and writing assistant during development, directed and supervised by me throughout. I designed the asset, made all architectural and feature decisions, and integrated, tested and validated everything inside Unity.Specifically, AI assisted with drafting C#/HLSL implementations and documentation based on my specifications. I then reviewed every line, debugged and profiled the results in the Unity Editor across both URP and the Built-in pipeline, fixed issues through hands-on iteration (Frame Debugger, build testing, performance tuning), built the demo scenes, and verified the final behaviour.All shipped code, shaders and documentation were authored under my direction, tested by me, and are original to this package. There are no third-party assets and no third-party intellectual property involved; I hold the rights to all included content.





