Create immersive volumetric fog in minutes, for your project. This plugin has a lot of awesome features like Volumetric Fog, Volume Proxy, 3D Texture Creator, and even demos!

Last Updategithub|SIsilicon|Godot-Volumetrics-Plugin|master
AuthorSIsilicon and more
Supported Versions3.2


  • Analytic fog
  • Billboard sprites
  • Screen space postprocessing
  • Voxel based volumetric fog


Whether it’s downloaded from the asset library, or directly from the GitHub repo, you must retrieve the silicon.vfx.volumetrics folder inside the addons folder, and put it into your addons folder. If you don’t have one, make one. After that, you go into your Project Settings to enable the addon, and you’ll be good to go.

Note: you may have some errors involving some nodes not being found; don’t worry. Those errors mean nothing and your project will work as usual.


To start adding volumetric fog to your scene, you need to first add a VolumetricFog node to your scene (One per viewport). This node holds the properties responsible for how volumes in the scene get rendered.

  • Start :- The closest point to where volumes appear
  • End :- The farthest point to where volumes appear
  • Tile Size :- The size of each tile in the 3D textures used to render the effect. A smaller number allows finer detail, but can severely reduce performance
  • Samples :- The number of layers used to render the volumes. A larger number allows more detail along the depth of the scene, but can reduce performance
  • Distribution :- How much the volume layers get packed close to the Start distance. A value of zero means equal distribution, while a value of one distributes the layers closer to the viewer, giving more detail close up than farther away
  • Temporal Blending :- How much the effect blends with the previous frame. A higher value can smooth the effect more, but is more susceptible to ghosting artifacts. Setting it to zero disables blending altogether
  • Volumetric Shadows :- Enabling this allows volumes in view to cast shadows on themselves (Not on geometry though)
  • Shadow Atlas Size :- How much resolution is used to render the shadows of lights. Does not affect Volumetric Shadows
  • Ambient Light Color :- The color of the ambient light applied to volumes
  • Ambient Light Energy :- How much the ambient light is applied to volumes
  • Cull Mask :- This determines what lights get processed in the effect. Lights whose layers don’t match up with this will not show up in the fog


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Nothing yet. If you want to recommend a tutorial resource for this, use the suggestions page.