"506cf8527a7d4712"{"id":"23250","slug":"ethereal-urp-2021-volumetric-lighting-fog","title":"Ethereal URP 2021 - Volumetric Lighting \u0026 Fog","category":"Particles \u0026 Effects","engine":"Original Unity version: 2019.4.22","assetVersion":"Original Unity version: 2019.4.22","engineVersion":"Asset Version:1.7.0b","tag":"Particles","accent":"teal","visual":"luts","summary":"Ethereal URP 2021 focuses on atmosphere: fog, volumetric lighting, and the look of illuminated particles suspended in the air. It also includes extra demos, Atrium and Forest scenes, and a bonus URP foliage shader with wind and subsurface scattering.","platform":"Unity","updatedAt":"2026-04-19","sourceNotes":[],"fileContents":[],"compatibility":["Unity","Original Unity version: 2019.4.22","Asset Version: 1.7.0b"],"featuredImage":{"alt":"Ethereal URP 2021 - Volumetric Lighting \u0026 Fog","src":"https://3dcghub.com/wp-content/uploads/2026/04/ce7bbed84197_c2124dbb-d237-443a-bb2d-1bcb7d8a3368_1280x720_stretch.webp"},"hasDownloadLink":true,"galleryImages":[{"src":"https://3dcghub.com/wp-content/uploads/2026/04/a769631d1cf3_f351f966-e67e-4a7b-87fc-61d0cb7306d7_scaled.webp","alt":"Ethereal URP 2021 - Volumetric Lighting \u0026 Fog"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/35ad3a556f21_e995cb1d-10b1-4f9b-88c7-09dee19fbdf8_scaled.webp","alt":"Ethereal URP 2021 - Volumetric Lighting \u0026 Fog"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/4368a5e418bc_5c3bf4c5-1aac-45cb-900e-743b4fcd63b9_scaled.webp","alt":"Ethereal URP 2021 - Volumetric Lighting \u0026 Fog"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/7b2a4d06c7d0_c102d32f-2217-49e0-a3ab-7292a8836c83_scaled.webp","alt":"Ethereal URP 2021 - Volumetric Lighting \u0026 Fog"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/5d30f5c966b3_fec9e1d1-98c2-45ef-9af6-b55795b25edb_scaled.webp","alt":"Ethereal URP 2021 - Volumetric Lighting \u0026 Fog"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/da8cfdd233b4_6706bceb-30e3-42b6-93af-e6a7c1ff54d2_scaled.webp","alt":"Ethereal URP 2021 - Volumetric Lighting \u0026 Fog"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/17950a9fec2e_8803c83e-c95b-46da-8ca4-0837691cd5f7_scaled.webp","alt":"Ethereal URP 2021 - Volumetric Lighting \u0026 Fog"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/6e48d67bdf86_97c317c5-2615-4251-b7e9-e693c7381215_scaled.webp","alt":"Ethereal URP 2021 - Volumetric Lighting \u0026 Fog"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/4c71767b1418_061e38ec-3d92-4b4e-a116-857489828cf6_scaled.webp","alt":"Ethereal URP 2021 - Volumetric Lighting \u0026 Fog"},{"src":"https://3dcghub.com/wp-content/uploads/2026/04/2cec7fee0042_f55e98da-ffae-4cdd-8e5a-396bea5e9b7e_scaled.webp","alt":"Ethereal URP 2021 - Volumetric Lighting \u0026 Fog"}],"accessPanel":{"kind":"resource","title":"Access this resource","eyebrow":"Free protected download","message":"Sign in or create an account to continue to the protected download through the managed storage service.","fileName":"Ethereal URP 2021 - Volumetric Lighting Fog v1.7.0b.7z","safetyNote":"All resources are 100% manually reviewed to eliminate all risks.","actionLabel":"Download Free","resourceType":"Resource archive","sourceShortcode":"cryptomus_member"},"contentHtml":"\u003ch2\u003eFog and light that read as atmosphere, not just post effects\u003c/h2\u003e\n\u003cp\u003eEthereal URP 2021 focuses on a very specific visual result: atmospheric fog and volumetric lighting in the Universal Render Pipeline. The effect is based on simulating the illumination of small particles present in the atmosphere, so the scene reads as if light is actually moving through air rather than simply sitting on top of the frame. That makes the package relevant any time a project needs depth, haze, shafts of light, or a denser sense of space.\u003c/p\u003e\n\u003cp\u003eThe system is made for the native URP rendering setup, with performance and compatibility called out as part of its purpose. That keeps the attention on the URP workflow itself instead of on a separate rendering path. For teams already working inside URP, the package stays close to the pipeline and centers its value on atmospheric presentation.\u003c/p\u003e \u003ch2\u003eWhat is emphasized inside the package\u003c/h2\u003e\n\u003cp\u003eThe core system is presented as the same base used across the broader Ethereal line, but this standalone version goes further with extra demos and bonus material. Those additions are not just decorative. They include the Atrium and Forest demos, and all of the assets in those demos are available for use in a game. That gives the package more concrete scene material to study and more ready-made atmosphere references to inspect.\u003c/p\u003e\n\u003cp\u003eA bonus URP foliage shader is also included. It features wind and subsurface scattering, which points directly toward vegetation-heavy scenes where leaves and plant surfaces need a bit more life. Because it is tied to the same URP setup, it fits naturally beside the fog and lighting tools rather than feeling like a separate add-on.\u003c/p\u003e\n\u003cp\u003eThe demos also point to the kind of visual work the package is trying to support. An atrium scene suggests enclosed architecture with controlled light paths. A forest scene suggests open air, layered depth, and foliage interacting with atmospheric effects. Those are two very different environments, but both benefit from volumetric lighting and fog that can shape the mood of a space.\u003c/p\u003e \u003ch2\u003eHow the scene behavior comes together\u003c/h2\u003e\n\u003cp\u003eThe main visual behavior is the simulation of light interacting with particles in the atmosphere. In practical terms, that means light does more than simply illuminate surfaces. It can feel as though it is passing through mist, filling a volume, and changing the readability of the space around it. That is the core appeal of the package: the environment itself gains a visible sense of depth.\u003c/p\u003e\n\u003cp\u003eBecause the system is aimed at URP, the lighting and fog are framed as part of a native rendering workflow. That detail matters when a project wants atmosphere without moving away from the pipeline it already uses. The package is not presented as a broad environment builder; it is focused on the specific layer of atmosphere that changes how a scene feels once lighting and fog are introduced.\u003c/p\u003e\n\u003cp\u003eThe foliage shader broadens that atmosphere work slightly. Wind adds motion to vegetation, while subsurface scattering helps leaves and similar surfaces respond in a way that fits natural outdoor scenes. Combined with fog and volumetric lighting, this gives forests and other plant-filled spaces a more coherent look.\u003c/p\u003e \u003ch2\u003eWhere the demos point the asset\u003c/h2\u003e\n\u003cp\u003eThe included Atrium and Forest demos show two likely directions for use. Atrium scenes tend to rely on strong interior light placement, visible volume, and controlled shadows. Forest scenes rely more on layered depth, haze between trees, and moving vegetation. Both settings benefit from fog and volumetric light because those effects give the scene a clearer sense of scale and air.\u003c/p\u003e\n\u003cp\u003eThe package also mentions demos of the upcoming Ethereal 2022 in Forward+ mode for Unity 6 URP Render Graph. Those demos include LUMINA Real Time Global Illumination and a GLAMOR painterly effect. They sit alongside the rest of the material as a preview of related work, showing that the atmosphere focus extends into other lighting and presentation styles.\u003c/p\u003e\n\u003cp\u003eThat broader demo material is useful because it keeps the package grounded in examples rather than abstract promises. Instead of only showing the effect in isolation, it places the atmosphere tools in a working atrium, a forest, and newer demo scenes that point toward Forward+ rendering and real-time global illumination.\u003c/p\u003e \u003ch2\u003eBest fit for teams working in URP scenes with depth and atmosphere\u003c/h2\u003e\n\u003cp\u003eEthereal URP 2021 is most relevant for projects that need atmosphere to carry part of the visual design. If a scene depends on fog rolling through space, light rays cutting through air, or foliage that should sit naturally inside a moody environment, the package gives that direction a focused URP setup. The included demos and foliage shader make it easier to see how those effects behave in both enclosed and outdoor scenes.\u003c/p\u003e\n\u003cp\u003eThe clearest takeaway is simple: this is a URP-centered atmosphere package with a narrow, practical purpose. It concentrates on volumetric lighting, fog, and supporting scene material rather than trying to cover every part of environment creation. For teams building atmospheric interiors, forests, or similar scene types in URP, that focus is the main strength.\u003c/p\u003e\n\n\u003ch2\u003eMore From The Same Workflow\u003c/h2\u003e\n\u003cul\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/opencv-for-unity/\" title=\"OpenCV for Unity\"\u003eOpenCV for Unity\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/exporter-for-unreal-to-for-unity-2026/\" title=\"Exporter for Unreal to/for Unity 2026\"\u003eExporter for Unreal to/for Unity 2026\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/dialogue-system-for-unity/\" title=\"Dialogue System for Unity\"\u003eDialogue System for Unity\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/ambient-sounds-interactive-soundscapes-for-unity-6/\" title=\"Ambient Sounds – Interactive Soundscapes for Unity 6\"\u003eAmbient Sounds – Interactive Soundscapes for Unity 6\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/pegasus-flythroughs-for-unity-6/\" title=\"Pegasus – Flythroughs for Unity 6\"\u003ePegasus – Flythroughs for Unity 6\u003c/a\u003e\u003c/li\u003e\n\u003c/ul\u003e","contentTextLength":5383,"navigation":{"current":1627,"total":2446,"previous":{"id":"23237","slug":"crest-water-5-shallow-water","title":"Crest Water 5 - Shallow Water","category":"Particles \u0026 Effects","platform":"Unity","updatedAt":"2026-04-19"},"next":{"id":"23263","slug":"expanse-volumetric-skies-clouds-and-atmospheres-in-hdrp","title":"Expanse - Volumetric Skies, Clouds, and Atmospheres in HDRP","category":"Particles \u0026 Effects","platform":"Unity","updatedAt":"2026-04-19"}},"relatedResources":[{"id":"23263","slug":"expanse-volumetric-skies-clouds-and-atmospheres-in-hdrp","title":"Expanse - Volumetric Skies, Clouds, and Atmospheres in HDRP","category":"Particles \u0026 Effects","engine":"Original Unity version: 2020.1.17","assetVersion":"Original Unity version: 2020.1.17","engineVersion":"Asset Version:1.7.0b","tag":"Particles","accent":"teal","visual":"luts","summary":"Expanse is a volumetric sky tool for HDRP that helps shape skies, clouds, and fog banks directly in the editor. It combines physically based rendering, realtime adjustment, and animated weather controls for scenes that need changing atmospheres.","platform":"Unity","updatedAt":"2026-04-19","sourceNotes":[],"fileContents":[],"compatibility":["Unity","Original Unity version: 2020.1.17","Asset Version: 1.7.0b"],"featuredImage":{"alt":"Expanse - Volumetric Skies, Clouds, and Atmospheres in HDRP","src":"https://3dcghub.com/wp-content/uploads/2026/04/af7ee660ab60_117677bb-0c45-4601-8791-43191c7fc291_1280x720_stretch.webp"},"hasDownloadLink":true},{"id":"23384","slug":"volumetric-shadows-for-particles","title":"Volumetric Shadows for Particles","category":"Particles \u0026 Effects","engine":"Original Unity version: 5.5.0","assetVersion":"Original Unity version: 5.5.0","engineVersion":"Asset Version:1.5","tag":"Particles","accent":"rose","visual":"audio","summary":"Volumetric Shadows for Particles combines slice-based particle rendering with a volumetric shadow map for smoke, steam, dust, and fire. It gives a Unity workflow for shaping particle shadows with light type, slice count, and surface shading controls.","platform":"Unity","updatedAt":"2026-04-19","sourceNotes":[],"fileContents":[],"compatibility":["Unity","Original Unity version: 5.5.0","Asset Version: 1.5"],"featuredImage":{"alt":"Volumetric Shadows for Particles","src":"https://3dcghub.com/wp-content/uploads/2026/04/90d65ab79c7d_94c1bf3a-d050-4242-8500-940d754f38e1_1280x720_stretch.webp"},"hasDownloadLink":true},{"id":"23378","slug":"sky-master-ultimate-volumetric-skies-clouds-weather","title":"Sky Master ULTIMATE: Volumetric Skies, Clouds \u0026 Weather","category":"Particles \u0026 Effects","engine":"Original Unity version: 5.1.1","assetVersion":"Original Unity version: 5.1.1","engineVersion":"Asset Version:5.7.4c","tag":"Particles","accent":"violet","visual":"mech","summary":"Sky Master ULTIMATE is a Unity weather system that brings dynamic sky, volumetric clouds, lighting, GI, and ocean modules into one setup. It centers on Sky Manager control for day-night cycles and weather transitions, with pipeline-specific versions availab...","platform":"Unity","updatedAt":"2026-04-19","sourceNotes":[],"fileContents":[],"compatibility":["Unity","Original Unity version: 5.1.1","Asset Version: 5.7.4c"],"featuredImage":{"alt":"Sky Master ULTIMATE: Volumetric Skies, Clouds \u0026 Weather","src":"https://3dcghub.com/wp-content/uploads/2026/04/212e5fbd0120_1cd29ed2-f74d-48bb-8f3d-f7128799f355_1280x720_stretch.webp"},"hasDownloadLink":true}]}
Particles
Ethereal URP 2021 - Volumetric Lighting & Fog
Ethereal URP 2021 focuses on atmosphere: fog, volumetric lighting, and the look of illuminated particles suspended in the air. It also includes extra demos, Atrium and Forest scenes, and a bonus URP foliage shader with wind and subsurface scattering.
Fog and light that read as atmosphere, not just post effects
Ethereal URP 2021 focuses on a very specific visual result: atmospheric fog and volumetric lighting in the Universal Render Pipeline. The effect is based on simulating the illumination of small particles present in the atmosphere, so the scene reads as if light is actually moving through air rather than simply sitting on top of the frame. That makes the package relevant any time a project needs depth, haze, shafts of light, or a denser sense of space.
The system is made for the native URP rendering setup, with performance and compatibility called out as part of its purpose. That keeps the attention on the URP workflow itself instead of on a separate rendering path. For teams already working inside URP, the package stays close to the pipeline and centers its value on atmospheric presentation.
What is emphasized inside the package
The core system is presented as the same base used across the broader Ethereal line, but this standalone version goes further with extra demos and bonus material. Those additions are not just decorative. They include the Atrium and Forest demos, and all of the assets in those demos are available for use in a game. That gives the package more concrete scene material to study and more ready-made atmosphere references to inspect.
A bonus URP foliage shader is also included. It features wind and subsurface scattering, which points directly toward vegetation-heavy scenes where leaves and plant surfaces need a bit more life. Because it is tied to the same URP setup, it fits naturally beside the fog and lighting tools rather than feeling like a separate add-on.
The demos also point to the kind of visual work the package is trying to support. An atrium scene suggests enclosed architecture with controlled light paths. A forest scene suggests open air, layered depth, and foliage interacting with atmospheric effects. Those are two very different environments, but both benefit from volumetric lighting and fog that can shape the mood of a space.
How the scene behavior comes together
The main visual behavior is the simulation of light interacting with particles in the atmosphere. In practical terms, that means light does more than simply illuminate surfaces. It can feel as though it is passing through mist, filling a volume, and changing the readability of the space around it. That is the core appeal of the package: the environment itself gains a visible sense of depth.
Because the system is aimed at URP, the lighting and fog are framed as part of a native rendering workflow. That detail matters when a project wants atmosphere without moving away from the pipeline it already uses. The package is not presented as a broad environment builder; it is focused on the specific layer of atmosphere that changes how a scene feels once lighting and fog are introduced.
The foliage shader broadens that atmosphere work slightly. Wind adds motion to vegetation, while subsurface scattering helps leaves and similar surfaces respond in a way that fits natural outdoor scenes. Combined with fog and volumetric lighting, this gives forests and other plant-filled spaces a more coherent look.
Where the demos point the asset
The included Atrium and Forest demos show two likely directions for use. Atrium scenes tend to rely on strong interior light placement, visible volume, and controlled shadows. Forest scenes rely more on layered depth, haze between trees, and moving vegetation. Both settings benefit from fog and volumetric light because those effects give the scene a clearer sense of scale and air.
The package also mentions demos of the upcoming Ethereal 2022 in Forward+ mode for Unity 6 URP Render Graph. Those demos include LUMINA Real Time Global Illumination and a GLAMOR painterly effect. They sit alongside the rest of the material as a preview of related work, showing that the atmosphere focus extends into other lighting and presentation styles.
That broader demo material is useful because it keeps the package grounded in examples rather than abstract promises. Instead of only showing the effect in isolation, it places the atmosphere tools in a working atrium, a forest, and newer demo scenes that point toward Forward+ rendering and real-time global illumination.
Best fit for teams working in URP scenes with depth and atmosphere
Ethereal URP 2021 is most relevant for projects that need atmosphere to carry part of the visual design. If a scene depends on fog rolling through space, light rays cutting through air, or foliage that should sit naturally inside a moody environment, the package gives that direction a focused URP setup. The included demos and foliage shader make it easier to see how those effects behave in both enclosed and outdoor scenes.
The clearest takeaway is simple: this is a URP-centered atmosphere package with a narrow, practical purpose. It concentrates on volumetric lighting, fog, and supporting scene material rather than trying to cover every part of environment creation. For teams building atmospheric interiors, forests, or similar scene types in URP, that focus is the main strength.