VR URP Baked Volumetrics Optimization

Job ID: 39703671

Budget: $10 – $30 USD

I am building a high-fidelity VR experience in Unity and want to use the technique shown here:
https://github.com/frostbone25/Unity-Baked-Volumetrics

The original repository targets the Built-in Render Pipeline, so I need it ported to the Universal Render Pipeline and tuned for real-time VR performance. My headset lineup may vary (not just Oculus, Vive, or PS VR), so the solution has to be hardware-agnostic and run smoothly in single-pass instanced or multiview modes.

What I specifically need:
• Re-implement the baked volumetric lighting shaders and scripts for URP without losing visual quality.
• Profile and optimise draw calls, memory, and GPU time so the scene holds a solid VR frame rate while still delivering the “High” graphical fidelity I am after.
• Advise on (or implement) rendering techniques—e.g., compute shaders, Shader Graph, or custom URP features—that best fit volumetric data in VR.
• Package everything as a clean Unity sample scene or prefab set I can drop into my project, with concise setup notes.

Feel free to build in Unity 2021 LTS or newer; just let me know your version up front so I can match it. If this sounds like your kind of challenge, I’d love to see what you can do.