Spotlight beam quality problem with volumetric fog

Hi!
I’m having a problem with Unity version 2022.3.9f1 with an HDRP project. I have several spotlights (simulating projectors) in my project with fog so we can see the beams, but the problem is that these same beams are of very poor quality as soon as we move away from them even a little. This is very problematic, especially when I add cookies to them; it’s extremely ugly.

I did change the asset settings for my project.

Thank you in advance for your help!

This is a consequence of how the volumetric fog works, the spotlights “write” into the volumetric fog which is essentially a 3D grid in the camera perspective.
By default, the grid is denser near the camera and more sparse when you get further.

You can tweak how the fog is distributed in the fog volume component, in you case playing with the distribution uniformity and the resolution depth ratio.

If it is still not enough or end up being to resource intensive (in particular if you increase the fog overall resolution), an other solution would be to use some custom solution for the spotlight, like cone meshes with additive material and a custom raymarched shader that samples the cookie.