Hello all,
i am following a great tutorial on how to implement fog of war .
It uses a camera to paint a texture, save it and then project shadow with a projector. The camera only records a circular mesh around units into a texture file (“Cam Explored”). Works like charm.
However, when i try to implement the “already explored” kind of fog of war, i am stuck with a problem. This time, the camera should never erase, the previously explored zone.
To do so, i should use the the “don’t clear” flag of the camera and it looks like it just does not work! The camera even with this flag behave like a normal one, erasing each frame what has been previously recorded…
If this is not fixable, i think i should create the texture myself, using the one recorded by the first camera. I do not know how to do so, i do not want to know as i would prefer to understand the “don’t clear” flag first.
Thanks for reading.
Attached you can see the output of that camera initial state and the problematic one. You can see an isolated circle which is not possible because the units does not teleport…
Also the config of the camera in unity editor


