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File: Fog_of_war0.05-0.05-pc.zip ... Now

: Use a single-channel R8 texture to store visibility states (0 for hidden, 1 for visible, 0.5 for explored).

: Write a screen-space shader that multiplies the final render by your fog texture. File: Fog_Of_War0.05-0.05-pc.zip ...

: When an enemy unit enters the fog, leave a "ghost" or "silhouette" at their last known location to help the player track movement. : Use a single-channel R8 texture to store

Fog of war can be a performance killer if not handled correctly. 1 for visible

: Layer a scrolling Perlin noise texture over the hidden areas to give the fog a "swirling" gaseous effect rather than a static black void.

: Use a single-channel R8 texture to store visibility states (0 for hidden, 1 for visible, 0.5 for explored).

: Write a screen-space shader that multiplies the final render by your fog texture.

: When an enemy unit enters the fog, leave a "ghost" or "silhouette" at their last known location to help the player track movement.

Fog of war can be a performance killer if not handled correctly.

: Layer a scrolling Perlin noise texture over the hidden areas to give the fog a "swirling" gaseous effect rather than a static black void.

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