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Question by dvidunis · Sep 27, 2017 at 11:01 PM · c#lightingraycastingshadows

Best implementation for client-side MOBA style Fog Of War? (With line of sight)

Hello! This is currently my game: There is a procedurally generated terrain with variable height, and trees. alt text I am trying to implement for of war, like this picture: alt text I accomplished this by placing a point light high above the player with a big range: alt text And having tall shadow casters on each tree: alt text But this gives terrible results on low settings: alt text And lowering the light creates an ugly gradient and overwashed colors: alt text And lowering the intensity doesn't help (Gradient emphasized): alt text Note that right now i'm using the spawned tree gameobjects as the FOW source, and i'd rather have the actual map data be the source (Painted black): alt text

Also, I'm not looking for Fog of war that is applied by changing the ground mesh's UV or texture (Tested - Super laggy). Also, it's supposed to be binary (AKA in LOS or not, no gradient like the light) and (preferably, I can probably do it myself) have a predefined range.

Here's what I tried:

  • Modifiying the UV of the mesh (the colors you see are actually UV coords on a green to black gradient), Playable only if I set it to execute every half second, and still stutters.

  • Make a texture2d with the rendered fog of war and use a projector to project it onto the mesh. Laggy as well.

  • This shadow trick

Thanks in advance!

EDIT: Reddit thread with more discussion

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