BT- Spectral Fog: Next Gen Volumetric Fog for URP
Barkin Tufan
$21.95
$43.89
50%OFF
(no ratings)
Jump AssetStore
Temporally-stable volumetric fog for URP: quarter-res raymarch, TAA-style reprojection, local fog volumes, sun/point light scattering, APV support, and a one-click height auto-fit tool."Bring AAA-Grade Atmosphere to Your URP GameVolumetric fog is one of the defining visual signatures of modern AAA titles think the drifting haze of The Witcher 3's swamps or the smoke-choked corridors of Dead Space. The technique behind that look low-resolution raymarching stabilized by temporal reprojection is exactly what powers BT-Spectral Fog, rebuilt from the ground up for URP and Unity 6's Render Graph.No brute-forcing every pixel. No choosing between "looks good" and "runs well." Spectral Fog raymarches at a fraction of your screen resolution and reconstructs full-quality atmosphere through a temporal and depth-aware pipeline, the same category of trick the big studios rely on, running comfortably on hardware they never had to think about.🎯 Core Rendering SystemsQuadMarch — Quarter-Res Raymarch EngineRaymarches at quarter (or half) resolution instead of full screen, cutting the raw cost of volumetric lighting dramaticallyTransmittance-based early exit skips samples the eye would never notice anywayEvery knob — resolution, step count, blur passes, lives on the Volume Profile, no code changes neededGhostGuard — Temporal StabilizationMotion-vector reprojection rebuilds detail the low-res march alone can't captureNeighborhood clamping kills ghosting on fast camera turns and disocclusion, no smeary trails behind moving objectsScreen-edge fade removes the seam artifact that plagues naive reprojectionEdgeWeave — Depth-Aware Blur & UpsampleSmooths noise without smearing fog across silhouette edgesThin foreground objects stay crisp against distant fog instead of bleeding into it🌫 Lighting & AtmosphereSun & Local Light ScatteringDirectional light shafts through fog with full shadow and anisotropy controlPoint and spot lights scatter through the volume too, drop a component on any light and it just worksAdaptive Probe Volume support lets ambient GI color the fog naturally (Unity 2023.1+)PocketFog — Local Fog VolumesDrop box or sphere volumes anywhere for a foggy cave mouth, a swamp patch, a magic mist, independent of the global height fogFrustum-culled automatically, so scenes with dozens of pockets don't pay for the ones off-screenAnimated Density NoiseWind-driven turbulence breaks the flat "gradient fog" look into something that actually reads as volumetric🛠 Built for Real Production, Not Just DemosHeightSync — One-Click Auto FitNo more guessing world-space Y values for every new scene. One button reads your terrain and level geometry and sets the fog's floor and ceiling for you.The single biggest time-sink with height fog, solved in one click.Clean Tabbed InspectorGeneral, Lighting, and Quality split into tabs instead of one endless list of slidersDual Render PathFull Unity 6 Render Graph support, with a Compatibility Mode path for URP 2022.3+ same feature set, either way🎮 Runs Everywhere URP DoesScales from VR/mobile presets to full desktop fidelity from a single profilePerspective and orthographic cameras both fully supportedWhat You GetComplete, commented source code, nothing obfuscated, nothing locked behind a black boxFull documentation covering every parameterTechnical DetailsRender Pipeline & Version RequirementsUniversal Render Pipeline (URP) only — not compatible with Built-in Render Pipeline or HDRPFull Render Graph support on Unity 6.xCompatibility Mode fallback path included for URP versions predating Unity 6's Render Graph (same feature set, legacy ScriptableRenderPass.Execute path)Adaptive Probe Volume contribution requires Unity 2023.1 or newer — gracefully compiles out on older versions, all other features unaffectedRendering RequirementsRequires camera depth texture and motion vector texture (ScriptableRenderPassInput.Depth | Motion) — configured automatically by the renderer feature, no manual setup neededCompatible with both the Forward and Forward+ rendering pathsMain light shadows (cascade and screen-space) and additional light shadows both supportedPerspective and orthographic cameras both supportedPerformance & ScalingConfigurable raymarch resolution: Half or Quarter relative to camera resolutionConfigurable step count, blur pass count, and early-exit transmittance threshold scale from mobile/VR to high-end desktop from a single Volume ProfileTemporal accumulation reduces the sample count needed for stable results at low resolutionPackage Contents+12 C# scripts (render feature, render pass, Volume component, custom editor, local light/volume components)4 shaders, 10 HLSL includes (raymarch, temporal reprojection, bilateral blur/upsample, shadow sampling, density noise, depth utilities)Fully commented source, no third-party dependencies or paid packages requiredPlatform SupportDesktop and console platformsMobile and VR supported via Quarter resolution + aggressive step count presets




