Fog In Unity HDRP: Particles And Post-Processing

Fog is a common atmospheric addition to many games, but you may not realise that there are actually multiple kinds of fog.

Today’s Objective: Explore the different types of fog which can be created in Unity (HDRP) to improve the atmosphere, or “feel”, of the game.

It’s just fog!

Yes. But no.

Fog is a common feature of all render pipelines in Unity, being a common atmospheric feature of many games. But you may not realise that there are actually (at least) 2 different kinds of fog in Unity.

Fog #1:

This fog (let’s call it “Particle Fog”) is created via a Particle System, and is made up of multiple rendered particles (floating textures), which can exist at any point in the world. This system is commonly used for smoke, explosion effects, and other effects where the appearance of individually identifiable particles are of benefit.

These textures are usually a series of slightly different images which combine is quick succession to create an animation of sorts.

Fog #2:

The second type of fog, known as “Volumetric Fog”, is actually more of a lighting effect and a fake fog. It is an effect created by lights in a scene to give the impression that the light is passing through fog.

This type of fog is not made up of particles, but rather, it is created using a “Fog” override in a Post Processing Volume.

In tomorrow’s post, I will be showing how to actually create these 2 kinds of fog. Both of them are quite simple, and not too hard to understand.

Check back tomorrow (or my next post if you’re in the future) to see that!



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Vincent Taylor

Vincent Taylor

Unity game developer / C# Programmer / Gamer. Australian (Tasmanian) indie games developer for 10+ years. Currently looking for games industry employment.