You can disable fog entirely via Unity’s Lighting window (under Environement tab). If you still want fog enabled, but a certain object to not include fog, you can disable fog in a Lit Graph by using a Custom Function node. I’d recommend using String mode, with a Vector4 Input named “In” and a Vector4 Output named “Out”. The function name can be anything (e.g. DisableFog), while the body should use : For URP Target : 1 2 Out = In; #define MixFog(x,y) x The function itself doesn’t do anything, except pass the input straight through. But by using the #define we override the later MixFog function call (in URP/PBRForwardPass.hlsl), so rather than applying fog it just outputs the unmodified colour. For Built-in Target : 1 2 3 4 Out = In; // Untested, but I think this should work #undef UNITY_APPLY_FOG #define UNITY_APPLY_FOG(x,y) y For the Built-in version, they are already using the UNITY_APPLY_FOG macro (in SG/Built-in/PBRForwardPass.hlsl), so we undefine and then redefine it to output the colour (second parameter). This is kinda hacky (abusing what macros are supposed to be used for), but hey it works!~