Fog of war in ECSd

Well you’ve linked our very old implementation, in pinned thread you can find much more performant and visually better one: Unity DOTS case study in production page-2#post-4939121

But it’s also very outdated. Our current one looks even better and smoother. But still based on similar approach, just with renderer feature and a bit more improved collection step. It currently gather fog affectors, set graphics buffer, and then just fill dynamic and static fog map in compute shader with spatial checks and early outs (every X frames, depends on quality settings). And read both maps data back to CPU through async readback.

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