If you want something more volumetric, here’s a post process material you can use.

// RayMarchFog CMOT Float 4

float3 lightvec = normalize(float3(0.687334,0.506979,-0.520138));

float stepsize=100;

float numsteps=50;

float mul=0.0;

float4 sum={0,0,0,0};

for(int i=0;i<numsteps;i++)

{

if( sum.a > 1) break;

float rt=stepsize*mul*(1+(dither/2-0.25));

float3 pos=rt*rd+ro;*

if(rt>scenedepth) break;

float3 noisepos1=pos.zxy+float3(300t,100*sin(t/20),100*sin(t/60));

float dens=clamp(MaterialExpressionNoise(noisepos1/500, 0.10000000, 0.00000000, 0.00000000, 1.00000000, 2.00000000, -0.10000000, 1.00000000, 2.00000000, 0.00000000)/3,0,1);

float4 col=float4(dens,dens,dens,dens)*fogcol;*

float dif=clamp(MaterialExpressionNoise((noisepos1+lightvec100)/500, 0.10000000, 0.00000000, 0.00000000, 1.00000000, 2.00000000, -0.100000000, 1.00000000, 2.00000000, 0.00000000)/3,0,1);

col.xyz+=dif;

col.rgb*=col.a;

sum=sum+col*(1.0-sum.a);

mul+=1.0;

if (mul>49) sum.a=1;

}

return clamp(sum,0,1);