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Question by ElvishChampion · Apr 07, 2014 at 05:14 PM · c#shadersfog of war

Methods for doing fog of war?

Hello everyone :D I have been trying different ways to make fog of war.

I tried this method: creating a FOW plane between the camera and the terrain. Each unit would raycast upwards and reveal some of the triangles of the mesh. However, the fps drop a lot with this method. I want a method that doesn't affect too much fps.

How can I make FOW like in age of empires? The surface of the map is painted black so the structures cannot be seen. Also, you can see the structures if you have been there.

I read that it can be done with shaders here, but I don't understand how it workds. I downloaded the project and was able to run it. However, I wasn't able to make it work as It works in the original. I also added trees (using the terrain editor) to the original to see if it would hide them and it doesn't, the trees are visible :(

alt text

Thanks in advance

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Answer by Weesals · May 31, 2014 at 01:56 PM

Hey, I'm Weesals from that wordpress page. To have objects react to the fog of war, they need to have the LOSEntity script added and a compatible shader, such as "Fog Of War/Entity" or "Fog Of War/Entity Transparent". The script will provide the required parameters to those shaders to make them fade in/out as they are revealed or hidden.

Alternatively, you can just apply the "Fog Of War/Terrain" shader without the LOSEntity script. This makes the object reveal incrementally instead of being revealed as a single entity - like how the terrain is revealed.

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