Skip to Content
DocumentationURP ModulesStylized Fog

Stylized Fog

Stylized Fog replaces URP’s linear/exp fog with a flexible, layered model that blends height fog, distance fog, and 3D noise fog — each with its own color, density, and falloff. Authors can drive horizon color separately from ground color and add slow-drifting noise for atmosphere without resorting to particles. Stylized Fog is an optional module added through the Renderer Feature Installer.

Video

A stylized open-world valley at dawn with layered height fog settling in the low ground, distance fog fading the far hills, and slow-drifting noise wisps breathing through the air with a dual ground-to-sky color gradient.

modules/stylized-fog/stylized-fog-valley.mp4

Layered height, distance, and noise fog drifting over a valley at dawn.

When to use it

  • Stylized open worlds that need mood without ground-truth scattering.
  • Indoor sets that benefit from a soft volumetric glow without dedicated volume lights.
  • Boss arenas and cutscenes where atmosphere reinforces narrative.

Single color, hard horizon, no height variation.

Height + distance + noise, dual sky gradient, animated drift.

URP linear fog
Stylized fog

Stylized fog adds three layered fields and dual color control.

How it works

Per pixel, Stylized Fog reconstructs the world ray from the Depth Texture and integrates three contributions:

  • Height fog — exponential density along the vertical axis.
  • Distance fog — exponential density along view distance.
  • 3D noise fog — a slow Worley/Perlin field for breathing wisps.

The accumulated density samples a dual color ramp (ground vs. sky) and is composited over the lit pixel.

Renderer Feature setup

  1. Open Window → Genesis → Renderer Feature Installer and enable Stylized Fog.
  2. Add a Genesis Fog Volume override on your global Volume.
  3. Pick a preset: Morning Mist, Nightfall, Dust Storm, or Underwater.
  4. Layer additional local Volumes (e.g. a basement Volume with denser, greener fog) — Stylized Fog blends them like any other Volume override.

Settings

Inspector labelShader propertyTypeDefaultDescription
Ground Color_FogGroundColorColorRGB(0.45, 0.50, 0.55)Color sampled near the camera and below the horizon.
Sky Color_FogSkyColorColorRGB(0.80, 0.85, 0.95)Color sampled at the horizon and above.
Height Density_HeightDensityFloat0.15Density at sea level. Falls off with height.
Height Falloff_HeightFalloffFloat0.05Vertical density falloff exponent.
Distance Density_DistanceDensityFloat0.02Per-meter density along view.
Noise Scale_NoiseScaleFloat0.1World scale of the 3D noise field.
Noise Strength_NoiseStrengthFloat (0–1)0.3Mix of noise into final density.
Noise Speed_NoiseSpeedVector3(0.1, 0, 0.05)Wind direction for the noise drift.
Sun Bleed_SunBleedFloat (0–1)0.4Extra warm tint added near the sun direction.

Performance & quality

  • Stylized Fog runs in a single fullscreen pass — cost is roughly URP’s exp fog plus one noise sample.
  • Disable noise fog on mobile to halve the cost.
  • The pass reads the Depth Texture, so the Depth Texture must be enabled on the URP asset.

The fog pass runs after transparents by default so glass and water receive correct fog. Switch to before transparents if you want hand-painted skyboxes to remain crisp.

Tips & gotchas

  • Set Noise Speed from wind direction so foliage and fog drift coherently.
  • For boss-reveal moments, animate Height Density from 0.6 → 0.05 over 2 seconds for a clear-the-mist beat.
  • Avoid a bright Sky Color with Sun Bleed above 0.6 — values clamp in tonemapping and look dull.
Last updated on