├── .github └── FUNDING.yml ├── .gitignore ├── .vsconfig ├── Assets ├── Mirza Beig.meta └── Mirza Beig │ ├── GPU Fog Particles.meta │ └── GPU Fog Particles │ ├── Materials.meta │ ├── Materials │ ├── Fog Large.mat │ ├── Fog Large.mat.meta │ ├── Fog Small.mat │ ├── Fog Small.mat.meta │ ├── Plane.mat │ └── Plane.mat.meta │ ├── Prefabs.meta │ ├── Prefabs │ ├── Falling Fog.prefab │ ├── Falling Fog.prefab.meta │ ├── Ground Fog.prefab │ └── Ground Fog.prefab.meta │ ├── Scenes.meta │ ├── Scenes │ ├── Demo.unity │ ├── Demo.unity.meta │ ├── Demo_Profiles.meta │ └── Demo_Profiles │ │ ├── Post-process Volume Profile.asset │ │ └── Post-process Volume Profile.asset.meta │ ├── Shaders.meta │ └── Shaders │ ├── GPU Fog (Built-In).shader │ ├── GPU Fog (Built-In).shader.meta │ ├── GPU Fog (URP).shader │ └── GPU Fog (URP).shader.meta ├── LICENSE.txt ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── TimelineSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset └── README.md /.github/FUNDING.yml: -------------------------------------------------------------------------------- 1 | # These are supported funding model platforms 2 | 3 | patreon: mirzabeig 4 | ko_fi: mirzabeig 5 | custom: https://www.paypal.com/donate/?hosted_button_id=UTR2UGFGV7GL2 6 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Asset meta data should only be ignored when the corresponding asset is also ignored 18 | !/[Aa]ssets/**/*.meta 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | 63 | # Crashlytics generated file 64 | crashlytics-build.properties 65 | 66 | # Packed Addressables 67 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 68 | 69 | # Temporary auto-generated Android Assets 70 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 71 | /[Aa]ssets/[Ss]treamingAssets/aa/* 72 | -------------------------------------------------------------------------------- /.vsconfig: -------------------------------------------------------------------------------- 1 | { 2 | "version": "1.0", 3 | "components": [ 4 | "Microsoft.VisualStudio.Workload.ManagedGame" 5 | ] 6 | } 7 | -------------------------------------------------------------------------------- /Assets/Mirza Beig.meta: 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-------------------------------------------------------------------------------- /Assets/Mirza Beig/GPU Fog Particles/Scenes/Demo_Profiles/Post-process Volume Profile.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ec0b28333c08c4f47b6357d8e5adb8e9 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Mirza Beig/GPU Fog Particles/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9ee7e0451c379734b8c5365ea7e20498 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Mirza Beig/GPU Fog Particles/Shaders/GPU Fog (Built-In).shader: -------------------------------------------------------------------------------- 1 | // Made with Amplify Shader Editor 2 | // Available at the Unity Asset Store - http://u3d.as/y3X 3 | Shader "Mirza Beig/GPU Fog (Built-In)" 4 | { 5 | Properties 6 | { 7 | [HDR]_Albedo("Albedo", Color) = (1,1,1,1) 8 | _SimpleNoiseScale("Simple Noise Scale", Float) = 20 9 | _SimplexNoiseScale("Simplex Noise Scale", Float) = 4 10 | _VoronoiScale("Voronoi Scale", Float) = 5 11 | _SimpleNoiseAnimation("Simple Noise Animation", Vector) = (0,0,0,0) 12 | _SimplexNoiseAnimation("Simplex Noise Animation", Vector) = (0,0,0.02,0) 13 | _VoronoiNoiseAnimation("Voronoi Noise Animation", Vector) = (0,0,0,0) 14 | _SimpleNoiseAmount("Simple Noise Amount", Range( 0 , 1)) = 0.25 15 | _SimplexNoiseAmount("Simplex Noise Amount", Range( 0 , 1)) = 0.25 16 | _VoronoiNoiseAmount("Voronoi Noise Amount", Range( 0 , 1)) = 0.5 17 | _SimpleNoiseRemap("Simple Noise Remap", Range( 0 , 1)) = 0 18 | _SimplexNoiseRemap("Simplex Noise Remap", Range( 0 , 1)) = 0 19 | _VoronoiNoiseRemap("Voronoi Noise Remap", Range( 0 , 1)) = 0 20 | _CombinedNoiseRemap("Combined Noise Remap", Range( 0 , 1)) = 0 21 | _SurfaceDepthFade("Surface Depth Fade", Float) = 0 22 | _CameraDepthFadeRange("Camera Depth Fade Range", Float) = 0 23 | _CameraDepthFadeOffset("Camera Depth Fade Offset", Float) = 0 24 | [HideInInspector] _texcoord( "", 2D ) = "white" {} 25 | [HideInInspector] __dirty( "", Int ) = 1 26 | } 27 | 28 | SubShader 29 | { 30 | Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } 31 | Cull Back 32 | CGINCLUDE 33 | #include "UnityShaderVariables.cginc" 34 | #include "UnityCG.cginc" 35 | #include "UnityPBSLighting.cginc" 36 | #include "Lighting.cginc" 37 | #pragma target 3.5 38 | #undef TRANSFORM_TEX 39 | #define TRANSFORM_TEX(tex,name) float4(tex.xy * name##_ST.xy + name##_ST.zw, tex.z, tex.w) 40 | struct Input 41 | { 42 | float4 vertexColor : COLOR; 43 | float4 uv_texcoord; 44 | float4 screenPos; 45 | float eyeDepth; 46 | }; 47 | 48 | uniform float4 _Albedo; 49 | uniform float2 _SimpleNoiseAnimation; 50 | uniform float _SimpleNoiseScale; 51 | uniform float _SimpleNoiseRemap; 52 | uniform float _SimpleNoiseAmount; 53 | uniform float3 _SimplexNoiseAnimation; 54 | uniform float _SimplexNoiseScale; 55 | uniform float _SimplexNoiseRemap; 56 | uniform float _SimplexNoiseAmount; 57 | uniform float _VoronoiScale; 58 | uniform float3 _VoronoiNoiseAnimation; 59 | uniform float _VoronoiNoiseRemap; 60 | uniform float _VoronoiNoiseAmount; 61 | uniform float _CombinedNoiseRemap; 62 | UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture ); 63 | uniform float4 _CameraDepthTexture_TexelSize; 64 | uniform float _SurfaceDepthFade; 65 | uniform float _CameraDepthFadeRange; 66 | uniform float _CameraDepthFadeOffset; 67 | 68 | 69 | inline float noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); } 70 | 71 | inline float noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); } 72 | 73 | inline float valueNoise (float2 uv) 74 | { 75 | float2 i = floor(uv); 76 | float2 f = frac( uv ); 77 | f = f* f * (3.0 - 2.0 * f); 78 | uv = abs( frac(uv) - 0.5); 79 | float2 c0 = i + float2( 0.0, 0.0 ); 80 | float2 c1 = i + float2( 1.0, 0.0 ); 81 | float2 c2 = i + float2( 0.0, 1.0 ); 82 | float2 c3 = i + float2( 1.0, 1.0 ); 83 | float r0 = noise_randomValue( c0 ); 84 | float r1 = noise_randomValue( c1 ); 85 | float r2 = noise_randomValue( c2 ); 86 | float r3 = noise_randomValue( c3 ); 87 | float bottomOfGrid = noise_interpolate( r0, r1, f.x ); 88 | float topOfGrid = noise_interpolate( r2, r3, f.x ); 89 | float t = noise_interpolate( bottomOfGrid, topOfGrid, f.y ); 90 | return t; 91 | } 92 | 93 | 94 | float SimpleNoise(float2 UV) 95 | { 96 | float t = 0.0; 97 | float freq = pow( 2.0, float( 0 ) ); 98 | float amp = pow( 0.5, float( 3 - 0 ) ); 99 | t += valueNoise( UV/freq )*amp; 100 | freq = pow(2.0, float(1)); 101 | amp = pow(0.5, float(3-1)); 102 | t += valueNoise( UV/freq )*amp; 103 | freq = pow(2.0, float(2)); 104 | amp = pow(0.5, float(3-2)); 105 | t += valueNoise( UV/freq )*amp; 106 | return t; 107 | } 108 | 109 | 110 | float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } 111 | 112 | float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; } 113 | 114 | float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); } 115 | 116 | float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } 117 | 118 | float snoise( float3 v ) 119 | { 120 | const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); 121 | float3 i = floor( v + dot( v, C.yyy ) ); 122 | float3 x0 = v - i + dot( i, C.xxx ); 123 | float3 g = step( x0.yzx, x0.xyz ); 124 | float3 l = 1.0 - g; 125 | float3 i1 = min( g.xyz, l.zxy ); 126 | float3 i2 = max( g.xyz, l.zxy ); 127 | float3 x1 = x0 - i1 + C.xxx; 128 | float3 x2 = x0 - i2 + C.yyy; 129 | float3 x3 = x0 - 0.5; 130 | i = mod3D289( i); 131 | float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); 132 | float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7) 133 | float4 x_ = floor( j / 7.0 ); 134 | float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N) 135 | float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; 136 | float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; 137 | float4 h = 1.0 - abs( x ) - abs( y ); 138 | float4 b0 = float4( x.xy, y.xy ); 139 | float4 b1 = float4( x.zw, y.zw ); 140 | float4 s0 = floor( b0 ) * 2.0 + 1.0; 141 | float4 s1 = floor( b1 ) * 2.0 + 1.0; 142 | float4 sh = -step( h, 0.0 ); 143 | float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; 144 | float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; 145 | float3 g0 = float3( a0.xy, h.x ); 146 | float3 g1 = float3( a0.zw, h.y ); 147 | float3 g2 = float3( a1.xy, h.z ); 148 | float3 g3 = float3( a1.zw, h.w ); 149 | float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); 150 | g0 *= norm.x; 151 | g1 *= norm.y; 152 | g2 *= norm.z; 153 | g3 *= norm.w; 154 | float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); 155 | m = m* m; 156 | m = m* m; 157 | float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); 158 | return 42.0 * dot( m, px); 159 | } 160 | 161 | 162 | float2 voronoihash2( float2 p ) 163 | { 164 | 165 | p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); 166 | return frac( sin( p ) *43758.5453); 167 | } 168 | 169 | 170 | float voronoi2( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) 171 | { 172 | float2 n = floor( v ); 173 | float2 f = frac( v ); 174 | float F1 = 8.0; 175 | float F2 = 8.0; float2 mg = 0; 176 | for ( int j = -1; j <= 1; j++ ) 177 | { 178 | for ( int i = -1; i <= 1; i++ ) 179 | { 180 | float2 g = float2( i, j ); 181 | float2 o = voronoihash2( n + g ); 182 | o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; 183 | float d = 0.5 * dot( r, r ); 184 | if( d= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; 238 | float screenDepth50 = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy )); 239 | float distanceDepth50 = abs( ( screenDepth50 - LinearEyeDepth( ase_screenPosNorm.z ) ) / ( _SurfaceDepthFade ) ); 240 | float SurfaceDepthFade55 = saturate( distanceDepth50 ); 241 | float cameraDepthFade87 = (( i.eyeDepth -_ProjectionParams.y - _CameraDepthFadeOffset ) / _CameraDepthFadeRange); 242 | float CameraDepthFade88 = saturate( cameraDepthFade87 ); 243 | float2 uvs_TexCoord76 = i.uv_texcoord; 244 | uvs_TexCoord76.xy = i.uv_texcoord.xy * float2( 2,2 ) + float2( -1,-1 ); 245 | float RadialMask79 = saturate( ( 1.0 - length( uvs_TexCoord76.xy ) ) ); 246 | o.Alpha = ( RemappedNoise60 * SurfaceDepthFade55 * CameraDepthFade88 * RadialMask79 * Albedo81.a ); 247 | } 248 | 249 | ENDCG 250 | CGPROGRAM 251 | #pragma surface surf Unlit alpha:fade keepalpha fullforwardshadows vertex:vertexDataFunc 252 | 253 | ENDCG 254 | Pass 255 | { 256 | Name "ShadowCaster" 257 | Tags{ "LightMode" = "ShadowCaster" } 258 | ZWrite On 259 | CGPROGRAM 260 | #pragma vertex vert 261 | #pragma fragment frag 262 | #pragma target 3.5 263 | #pragma multi_compile_shadowcaster 264 | #pragma multi_compile UNITY_PASS_SHADOWCASTER 265 | #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 266 | #include "HLSLSupport.cginc" 267 | #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) 268 | #define CAN_SKIP_VPOS 269 | #endif 270 | #include "UnityCG.cginc" 271 | #include "Lighting.cginc" 272 | #include "UnityPBSLighting.cginc" 273 | sampler3D _DitherMaskLOD; 274 | struct v2f 275 | { 276 | V2F_SHADOW_CASTER; 277 | float4 customPack1 : TEXCOORD1; 278 | float1 customPack2 : TEXCOORD2; 279 | float3 worldPos : TEXCOORD3; 280 | float4 screenPos : TEXCOORD4; 281 | half4 color : COLOR0; 282 | UNITY_VERTEX_INPUT_INSTANCE_ID 283 | UNITY_VERTEX_OUTPUT_STEREO 284 | }; 285 | v2f vert( appdata_full v ) 286 | { 287 | v2f o; 288 | UNITY_SETUP_INSTANCE_ID( v ); 289 | UNITY_INITIALIZE_OUTPUT( v2f, o ); 290 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); 291 | UNITY_TRANSFER_INSTANCE_ID( v, o ); 292 | Input customInputData; 293 | vertexDataFunc( v, customInputData ); 294 | float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; 295 | half3 worldNormal = UnityObjectToWorldNormal( v.normal ); 296 | o.customPack1.xyzw = customInputData.uv_texcoord; 297 | o.customPack1.xyzw = v.texcoord; 298 | o.customPack2.x = customInputData.eyeDepth; 299 | o.worldPos = worldPos; 300 | TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) 301 | o.screenPos = ComputeScreenPos( o.pos ); 302 | o.color = v.color; 303 | return o; 304 | } 305 | half4 frag( v2f IN 306 | #if !defined( CAN_SKIP_VPOS ) 307 | , UNITY_VPOS_TYPE vpos : VPOS 308 | #endif 309 | ) : SV_Target 310 | { 311 | UNITY_SETUP_INSTANCE_ID( IN ); 312 | Input surfIN; 313 | UNITY_INITIALIZE_OUTPUT( Input, surfIN ); 314 | surfIN.uv_texcoord = IN.customPack1.xyzw; 315 | surfIN.eyeDepth = IN.customPack2.x; 316 | float3 worldPos = IN.worldPos; 317 | half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); 318 | surfIN.screenPos = IN.screenPos; 319 | surfIN.vertexColor = IN.color; 320 | SurfaceOutput o; 321 | UNITY_INITIALIZE_OUTPUT( SurfaceOutput, o ) 322 | surf( surfIN, o ); 323 | #if defined( CAN_SKIP_VPOS ) 324 | float2 vpos = IN.pos; 325 | #endif 326 | half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; 327 | clip( alphaRef - 0.01 ); 328 | SHADOW_CASTER_FRAGMENT( IN ) 329 | } 330 | ENDCG 331 | } 332 | } 333 | Fallback "Diffuse" 334 | CustomEditor "ASEMaterialInspector" 335 | } 336 | /*ASEBEGIN 337 | Version=18933 338 | 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We make this dedication for the benefit 11 | of the public at large and to the detriment of our heirs and 12 | successors. We intend this dedication to be an overt act of 13 | relinquishment in perpetuity of all present and future rights to this 14 | software under copyright law. 15 | 16 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 17 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 18 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 19 | IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 | OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 | OTHER DEALINGS IN THE SOFTWARE. 23 | 24 | For more information, please refer to -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.ide.rider": "2.0.7", 4 | "com.unity.ide.visualstudio": "2.0.12", 5 | 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-------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!890905787 &1 4 | VersionControlSettings: 5 | m_ObjectHideFlags: 0 6 | m_Mode: Visible Meta Files 7 | m_CollabEditorSettings: 8 | inProgressEnabled: 1 9 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Atmospheric GPU Fog Particles 2 | 3 | [![Unity Version](https://img.shields.io/badge/Unity-2020.3%20LTS%2B-blueviolet?logo=unity)](https://unity3d.com/get-unity/download) 4 | [![Unity Pipeline Support (Built-In)](https://img.shields.io/badge/BiRP_✔️-darkgreen?logo=unity)](https://unity3d.com/get-unity/download) 5 | [![Unity Pipeline Support (URP)](https://img.shields.io/badge/URP_✔️-blue?logo=unity)](https://unity3d.com/get-unity/download) 6 | [![Unity Pipeline Support (HDRP)](https://img.shields.io/badge/HDRP_❌-darkred?logo=unity)](https://unity3d.com/get-unity/download) 7 | 8 | [![GitHub followers](https://img.shields.io/github/followers/MirzaBeig?style=social)](https://github.com/MirzaBeig?tab=followers) 9 | [![Twitter Follow](https://img.shields.io/twitter/follow/TheMirzaBeig?style=social)](http://twitter.com/intent/user?screen_name=TheMirzaBeig) 10 | [![YouTube Channel Views](https://img.shields.io/youtube/channel/views/UC5c5JgFyiFXKXCVRh2DsRJg?style=social)](https://www.youtube.com/MirzaBeig) 11 | [![YouTube Channel Subscribers](https://img.shields.io/youtube/channel/subscribers/UC5c5JgFyiFXKXCVRh2DsRJg?style=social)](https://www.youtube.com/MirzaBeig) 12 | 13 | Textureless fog particles for Unity using a highly customizable shader to attenuate multiple layers of noise. Works great as pseudo-volumetric atmospheric fog to add spooky and/or immersive vibes to your 3D levels. 14 | 15 | [![Stars](https://img.shields.io/github/stars/MirzaBeig/GPU-Fog-Particles?style=for-the-badge)](../../stargazers) 16 | [![Forks](https://img.shields.io/github/forks/MirzaBeig/GPU-Fog-Particles?style=for-the-badge)](../../forks) 17 | [![GitHub watchers](https://img.shields.io/github/watchers/MirzaBeig/GPU-Fog-Particles?style=for-the-badge)](../../watchers) 18 | [![GitHub repo size](https://img.shields.io/github/repo-size/MirzaBeig/GPU-Fog-Particles?style=for-the-badge)](../../) 19 | [![GitHub code size in bytes](https://img.shields.io/github/languages/code-size/MirzaBeig/GPU-Fog-Particles?style=for-the-badge)](../../) 20 | 21 | # Preview 22 | 23 | https://user-images.githubusercontent.com/37354140/145661327-1026b95b-b52a-4230-8912-e596ebe4f136.mp4 24 | 25 | https://user-images.githubusercontent.com/37354140/146769909-29630b85-a591-4243-9d71-b6a629bb5cec.mp4 26 | 27 | - [Watch the full video of this asset in action.](https://twitter.com/TheMirzaBeig/status/1471820398056677376) 28 | 29 | ## Compatibility 30 | 31 | - Built-in pipeline + URP. 32 | - Tested with Unity 2020.3 (LTS). 33 | - Shaders can be edited using Amplify Shader Editor. 34 | 35 | ## Installation 36 | 37 | You'll find everything under Mirza Beig/GPU Fog Particles/... 38 | 39 | Due to supporting both built-in and URP, you may get shader errors on import from the file that doesn't match your current pipeline. 40 | This is expected and not an issue. You can ignore these errors, or delete the offending shader if it keeps you sane. 41 | 42 | ## Usage 43 | 44 | Drag and drop the prefabs into your scene. 45 | The project is setup for the built-in pipeline. Replace the shader on the materials for URP. 46 | 47 | ## Social Media 48 | - [Twitter](https://twitter.com/TheMirzaBeig/) 49 | - [YouTube](https://www.youtube.com/c/MirzaBeig) 50 | 51 | ## License 52 | [Unlicense](LICENSE.txt) (do whatever you want with this)... 53 | 54 | ## Support/Donate... 55 | 56 | This is a FREE asset. However, if you'd like, you can support me via one of the sponsor links on the side. 57 | 58 | Every bit is appreciated! 59 | --------------------------------------------------------------------------------