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Packages/2D Parallax Pro/Fog bands & mist
LIGHT & ATMOSPHERE
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Fog bands & mist

Author valid fog bands, materials, bounded drift and camera-relative groups.

English guideSource: Unity 6000.3.13f1 · URP 17.x optional10 October 2026

Fog needs valid SpriteRenderer bands and suitable coverage. Enabling a controller without artwork does not produce visible mist.

Author fog bands#

The newer supplied image has three assigned bands. The original guide's figure showed an empty list; the setup steps below explain how to author valid bands rather than copying either screenshot's values.

  1. Enable Fog and choose Add Fog Band to create/register an empty child SpriteRenderer.
  2. Assign a transparent fog sprite; position, scale and sort it for the scene.
  3. Try Density 0.25 and Velocity (0.1,0). Use the supplied Atmospheric Fog material when animated noise is wanted.

Fog controls#

FieldMeaning
Density / Day, Night ColorBase opacity and blending through clock.VisualDaylight; alpha also matters.
Fog MaterialCompatible noise material; None keeps authored sprite-only fog.
Noise Scale / DetailNoise size/frequency and fine detail in compatible materials.
Velocity / Drift DistanceBounded band oscillation plus scrolling material noise, not endless sprite travel.
Depth StrengthDensity variation by band order; higher values make earlier bands more transparent.
Edge Softness / Height FalloffCompatible-material softening and vertical fading.
Drift VariationBand speed/phase variation.
Night Density MultiplierOne preserves base density; higher values thicken night fog.
Band DensityMultipliers in array order; omitted entries use one.
Update IntervalSeconds between position updates; quality can override without pausing the whole effect.

Build depth without tint conflicts#

Use two/three near/far bands with different sizes and orders. Keep them as standalone atmosphere children outside Parallax2DLayer roots so Manager and Fog do not both write the same renderer color.

For camera-relative fog, put Parallax2DCameraAnchor on the parent Atmosphere and assign the environment Camera Adapter. It follows actual camera XY while retaining authored Z. Add Another Fog creates independent density/material control; author its Bands separately.

Check Hour 0/12, panning and disable/re-enable. Missing fog usually requires inspecting sprites, renderer state, material/alpha, sorting, references and coverage.

Adapted from the supplied guide · PDF pages 21–22.View source guide ↗
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