: Create a VisionSource component for units that updates the texture every frame.
: Run the fog calculation at a lower resolution than your screen (e.g., 1/4 resolution) and use bilinear filtering to smooth out the edges. 2. Visual Fidelity A "solid" feature needs to look polished and immersive.
: When an enemy unit enters the fog, leave a "ghost" or "silhouette" at their last known location to help the player track movement. File: Fog_Of_War0.05-0.05-pc.zip ...
: Instead of calculating visibility on the CPU, offload the grid/texture updates to the GPU using compute shaders. This allows for high-resolution masks without dropping frame rates.
: Use a Gaussian blur on your visibility texture to prevent "blocky" pixels where the fog meets the light. : Create a VisionSource component for units that
: Integrate ray-casting so that buildings or thick forests physically block the "sight line" and create shadows within the fog. Implementation Checklist
: Use a single-channel R8 texture to store visibility states (0 for hidden, 1 for visible, 0.5 for explored). Visual Fidelity A "solid" feature needs to look
: If your game has terrain, ensure the fog respects elevation. Units on high ground should see over walls or into valleys. 3. Gameplay Mechanics