As stated, profiles have been used configure style aspects (colors, densities, animations, etc.). All legacy presets like windy mist, frost ground, sand storm, etc. are now available as profiles. And you can create volumes which will lerp all settings smoothly as you enter/exit them. Fog void settings may require additional treatment from code though. For instance, if you set a fog void to follow a certain character, it must be set from code at some point and then, depending on the character or situation you may need to change the void radius - so because these settings seem more dependant on game logic they have not been included in the profiles ... for now. Some users have even tweaked the asset to add a second void.. Yes - get a reference to the camera or fog area Volumetric Fog script and set the properties accordingly. You can get the reference to the main script with the convenient VolumetricFog.instance static method, for instance: Code (CSharp): VolumetricFog.instance.density = 0.5f; Next beta will include them (available anytime next week on our support forum).