H Volumetric Fog URP (Performant volumetric lighting and fog for URP)
H Assets - H Works Interactive
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Real froxel volumetric fog and light shafts for URP. Cinematic, art-directable, and cheap.
Inspired by HDRP's froxel volumetric lighting, adapted and expanded for URP.Real froxel volumetric fog and light shafts for URP. Cinematic, art-directable, and cheap.Inspired by HDRP's froxel volumetric lighting, adapted and expanded for URP.URP still ships without true volumetric fog. You get flat exponential fog, or you fake beams with billboards - no god-rays, no dusty air, no light actually scattering through the scene.❓ The Problem❌ Flat URP fog can't do light shafts, height layers or volumetric depth❌ Particle/card "fake beams" ignore your lights and shadows❌ Real volumetric fog has meant expensive, hard-to-ship setups✅ The SolutionA froxel (3D voxel) fog volume. Light scatters through it, so your directional, point and spot lights cast real, shadow-aware shafts - all driven from a Volume, like URP's own post-processing.⚡ PerformanceCompute-based froxel integration on the RenderGraph path, with quality tiers that scale froxel resolution and step count. Noise, phase and sampling are all optimized - in our own scenes it's genuinely hard to even spot in the profiler. Developed and tested on Unity 6+ / URP 17+ (RenderGraph).🎯 Features• Light shafts / god-rays from sun, point and spot lights• Shadow-aware beams (soft 4-tap PCF) — geometry blocks the fog correctly• Animated 3D noise for drifting, living fog• Height fog + distance fog• Per-light overrides: side scatter, beam reach, shaft rolloff, tint, intensity• Decoupled fog intensity vs ambient, plus a GI dimmer• Quality tiers (resolution / step count)• Temporal reprojection with neighbourhood clamping for a stable, low-noise image• One Render Feature + a Volume — no scene rework• RenderGraph native. Full source. No DLLs.🛠️ Easy Setup✔ Add the Render Feature to your Universal Renderer✔ Add the Volume override and dial in the look✔ (Optional) Drop per-light overrides on the lights you want to art-direct⚠️ Good to know• Unity 6+ / URP 17+ with RenderGraph only — it uses the modern compute + RenderGraph path• Needs a compute-capable GPU (no GLES2)• It's a froxel system: very long-range fog detail is bounded by the froxel range/resolution you choose — higher tiers cost more• Hard camera cuts can show a touch of temporal softening (clamped, rarely noticeable)🧨 Battle Tested in ProductionBuilt for our own game, not a tech demo. H_AutoExposure exists because Silent Strike - our in-development tactical shooter - needed believable exposure as players move between dark interiors and bright exteriors, at effectively no cost. It's been hardened in real scenes and real player builds, in actual gameplay.📍 See for yourselfDownload demo here.💬 SupportNeed help or have questions?📩 Email: assetsupport@hworksinteractive.com💬 Discord (fast & friendly support): https://discord.gg/4UB6x2bVge





