H Volumetric Fog URP (Performant volumetric lighting and fog for URP)
H Assets - H Works Interactive
$15.95
$31.90
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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.URP still ships without true volumetric fog. You get flat exponential fog, or you fake beams with billboard cards that ignore your lights and shadows entirely. No god-rays, no dusty air, no light actually scattering through the scene. And the real thing has usually meant an expensive, hard-to-ship setup. This asset is froxel volumetric lighting, inspired by HDRP's and adapted and expanded for URP.──────────────────────────────────────────────────How it worksIt builds a froxel (3D voxel) fog volume that light scatters through, so your directional, point and spot lights cast real, shadow-aware shafts, all driven from a Volume.──────────────────────────────────────────────────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 and god-rays from sun, point and spot lights.◆ Shadow-aware beams. Soft 4-tap PCF, so geometry blocks the fog correctly.◆ Animated 3D noise for drifting, living fog.◆ Height fog and distance fog.◆ Per-light overrides: side scatter, beam reach, shaft rolloff, tint, intensity.◆ Decoupled fog intensity vs ambient, plus a GI dimmer.◆ Quality tiers that scale resolution and step count.◆ Temporal reprojection with neighbourhood clamping for a stable, low-noise image.◆ One Render Feature plus a Volume. No scene rework.◆ RenderGraph native. Full source, no DLLs.──────────────────────────────────────────────────Easy Setup1. Add the Render Feature to your Universal Renderer.2. Add the Volume override and dial in the look.3. (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, and 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. This fog exists because Silent Strike, our in-development tactical shooter, needed real atmosphere: light shafts through windows, dust hanging in interiors, haze over the exteriors, without a cost it couldn't pay. It's been hardened in real scenes and real player builds, in actual gameplay.──────────────────────────────────────────────────See for yourselfDownload the demo here.──────────────────────────────────────────────────SupportEmail: assetsupport@hworksinteractive.comDiscord: https://dsc.gg/hworksinteractive

