Fog of War

I have an idea about how to make fog of war (like in strategy games, where you can’t see beyond what your units can), but if anyone has a better solution throw it up here. I was thinking that all that is really necessary for fog of war is to darken the land that you can’t see to black, and disable the renderers of units that are on that land. Buildings renderers will always be on once they are discovered, just darkened to near black, as will trees and other resources.

So my question to you is:
How do I blacken specific areas (not the whole thing, that’s easy) of a texture, and then re-color it later?

You might find this useful:
http://forum.unity3d.com/viewtopic.php?p=70739

Using another mesh is clever, but is there really no way to have layers on a texture, and just black to the ‘fog’ layer, or remove it to 50% opacity? That seems like it would run much faster.

Ok, I think I have an idea. What if you saved the original texture in a file, and then had a piece of code that blackened the texture that is on the ground, and then for discovered but unseen, it left the texture as a mixture of black and the saved image? How do you get a UV coordinate from a transform? Does anyone have any code for charring the walls when you shoot things at them? I think this is the same principle.