A straightforward volumetric fog + ‘mist’, lighting, and shadows effect.
This effect works as a fullscreen renderer feature for URP.
See the included demo scene + render pipeline asset for quick previewing. You can create/customize your own, or assign the included asset under Quality from the Project Settings.

See included URP renderer assets for how to setup volumetric fog.

Add a ‘Full Screen Pass Renderer Feature’ to the URP renderer asset, with a Volumetric Fog material assigned. Add a prior ‘Fullscreen Custom Lighting Feature’ component to the same renderer asset for supporting punctual/additional (non-directional) lights, and ambient lighting.
^ Note: ‘Render Pass Event’ and ‘Injection Point’.

Simply assign the URP asset which uses the volumetric fog renderer.


^ Settings on the material are largely self-explanatory.
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 custom renderer feature of your own.


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.

A custom render texture shader simply mixes two tiling scrolling textures, which is used as an input to the fog in the demo scene:

Raymarch steps, and all the lighting/switches determine quality/performance.