A straightforward volumetric fog, lighting, and shadows effect.
Developed in regards to Unity 6.2, URP.
This effect works as a renderer feature for URP.
See the included demo scene + render pipeline asset for quick previewing.
Assign the included asset under Quality from the Project Settings.


Settings on the material are self-explanatory.

<aside> 💡
If you do not want the scattering/blur/mist effect, set both the remap min and max to 1.0.
</aside>
The demo scene shows how a second camera renders to a low-resolution texture, which is then blurred by a custom render texture, which is itself then assigned as the blur texture input to the volumetric fog shader/material. You can also do this as a renderer feature.

The material allows for customized outputs, so you can easily do your own compositing (for intermediate-advanced users). Source code is all included, and neatly commented + organized.
Raymarch steps, and all the lighting switches determine quality/performance.
You must have a VolumetricFogController.cs object (simply any game object in the scene with that script attached) for ambient light and additional lights support.
