├── .gitignore
├── CivilizationFogOfWarUnityProject
├── Assets
│ ├── Materials.meta
│ ├── Materials
│ │ ├── Archway.mat
│ │ ├── Archway.mat.meta
│ │ ├── Cabin.mat
│ │ ├── Cabin.mat.meta
│ │ ├── Castle.mat
│ │ ├── Castle.mat.meta
│ │ ├── Grass.mat
│ │ ├── Grass.mat.meta
│ │ ├── Rocks.mat
│ │ ├── Rocks.mat.meta
│ │ ├── Ruins.mat
│ │ ├── Ruins.mat.meta
│ │ ├── Trees.mat
│ │ ├── Trees.mat.meta
│ │ ├── Trees2.mat
│ │ ├── Trees2.mat.meta
│ │ ├── Windmill.mat
│ │ └── Windmill.mat.meta
│ ├── Models.meta
│ ├── Models
│ │ ├── Hex.obj
│ │ └── Hex.obj.meta
│ ├── PostProcessing.asset
│ ├── PostProcessing.asset.meta
│ ├── SampleScene.unity
│ ├── SampleScene.unity.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── GridCell.cs
│ │ ├── GridCell.cs.meta
│ │ ├── MaskRenderer.cs
│ │ └── MaskRenderer.cs.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── MaskCompute.compute
│ │ ├── MaskCompute.compute.meta
│ │ ├── TileShader.shader
│ │ └── TileShader.shader.meta
│ ├── Textures.meta
│ └── Textures
│ │ ├── Archway.png
│ │ ├── Archway.png.meta
│ │ ├── Archway_Map.png
│ │ ├── Archway_Map.png.meta
│ │ ├── Cabin.png
│ │ ├── Cabin.png.meta
│ │ ├── Cabin_Map.png
│ │ ├── Cabin_Map.png.meta
│ │ ├── Castle.png
│ │ ├── Castle.png.meta
│ │ ├── Castle_Map.png
│ │ ├── Castle_Map.png.meta
│ │ ├── Grass.png
│ │ ├── Grass.png.meta
│ │ ├── Grass_Map.png
│ │ ├── Grass_Map.png.meta
│ │ ├── MapBackground.jpg
│ │ ├── MapBackground.jpg.meta
│ │ ├── PerlinNoise.png
│ │ ├── PerlinNoise.png.meta
│ │ ├── Rocks.png
│ │ ├── Rocks.png.meta
│ │ ├── Rocks_Map.png
│ │ ├── Rocks_Map.png.meta
│ │ ├── Ruins.png
│ │ ├── Ruins.png.meta
│ │ ├── Ruins_Map.png
│ │ ├── Ruins_Map.png.meta
│ │ ├── Trees.png
│ │ ├── Trees.png.meta
│ │ ├── Trees2.png
│ │ ├── Trees2.png.meta
│ │ ├── Trees2_Map.png
│ │ ├── Trees2_Map.png.meta
│ │ ├── Trees_Map.png
│ │ ├── Trees_Map.png.meta
│ │ ├── Windmill.png
│ │ ├── Windmill.png.meta
│ │ ├── Windmill_Map.png
│ │ └── Windmill_Map.png.meta
├── Packages
│ └── manifest.json
└── ProjectSettings
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ └── XRSettings.asset
├── LICENSE
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 |
7 | # Visual Studio cache directory
8 | .vs/
9 |
10 | # Autogenerated VS/MD/Consulo solution and project files
11 | ExportedObj/
12 | .consulo/
13 | *.csproj
14 | *.unityproj
15 | *.sln
16 | *.suo
17 | *.tmp
18 | *.user
19 | *.userprefs
20 | *.pidb
21 | *.booproj
22 | *.svd
23 | *.pdb
24 | *.opendb
25 |
26 | # Unity3D generated meta files
27 | *.pidb.meta
28 | *.pdb.meta
29 |
30 | # Unity3D Generated File On Crash Reports
31 | sysinfo.txt
32 |
33 | # Builds
34 | *.apk
35 | *.unitypackage
36 |
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/CivilizationFogOfWarUnityProject/Assets/Scripts/GridCell.cs:
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1 | using System.Collections;
2 | using UnityEngine;
3 |
4 | ///
5 | /// Grid cell component. Handles mouse interations with the cell
6 | ///
7 | public class GridCell : MonoBehaviour
8 | {
9 | ///
10 | /// Ranges from 0 to 1 with 0 indicating that the cell is not visible
11 | ///
12 | public float Visibility { get; private set; }
13 | private bool isVisible = false;
14 |
15 | ///
16 | /// Register this cell in the mask rendering script
17 | ///
18 | private void Start()
19 | {
20 | MaskRenderer.RegisterCell(this);
21 | }
22 |
23 | ///
24 | /// Make sure to toggle visiblity either when clicked on...
25 | ///
26 | private void OnMouseDown()
27 | {
28 | ToggleVisibility();
29 | }
30 |
31 | ///
32 | /// ...or when you drag the clicked mouse over it
33 | ///
34 | private void OnMouseEnter()
35 | {
36 | ToggleVisibility();
37 | }
38 |
39 | ///
40 | /// Toggle the visibility and lerp to the new value from the current one
41 | /// Interupts itself if still in a animation
42 | ///
43 | private void ToggleVisibility()
44 | {
45 | if (!Input.GetMouseButton(0))
46 | return;
47 |
48 | isVisible = !isVisible;
49 | StopAllCoroutines();
50 | StartCoroutine(AnimateVisibility(isVisible ? 1.0f : 0.0f));
51 | }
52 |
53 | ///
54 | /// Visibility toggle animation
55 | /// Pretty basic animation coroutine, the animation takes 1 second
56 | ///
57 | /// Visibility value to end up with
58 | /// Yield
59 | private IEnumerator AnimateVisibility(float targetVal)
60 | {
61 | float startingTime = Time.time;
62 | float startingVal = Visibility;
63 | float lerpVal = 0.0f;
64 | while(lerpVal < 1.0f)
65 | {
66 | lerpVal = (Time.time - startingTime) / 1.0f;
67 | Visibility = Mathf.Lerp(startingVal, targetVal, lerpVal);
68 | yield return null;
69 | }
70 | Visibility = targetVal;
71 | }
72 | }
73 |
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/CivilizationFogOfWarUnityProject/Assets/Scripts/MaskRenderer.cs:
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1 | using System.Collections.Generic;
2 | using UnityEngine;
3 |
4 | ///
5 | /// Component that controls the compute shader and assigns the necessary variables
6 | ///
7 | public class MaskRenderer : MonoBehaviour
8 | {
9 | private static List cells;
10 |
11 | ///
12 | /// Each cell registers itself at startup using this function
13 | /// I really wouldn't do it like this in a large game project but it is fine for a tutorial
14 | ///
15 | /// The cell object to add to the list
16 | public static void RegisterCell(GridCell cell)
17 | {
18 | cells.Add(cell);
19 | }
20 |
21 | //Properties
22 |
23 | ///
24 | /// The compute shader to use for rendering the mask
25 | ///
26 | [SerializeField]
27 | private ComputeShader computeShader = null;
28 |
29 | ///
30 | /// The size the mask should have
31 | /// Idealy this is a power of two
32 | ///
33 | [Range(64, 4096)]
34 | [SerializeField]
35 | private int TextureSize = 1024;
36 |
37 | ///
38 | /// The size of the hex grid in actual units
39 | /// This is used to scale the mask texture so it stretches across the map
40 | ///
41 | [SerializeField]
42 | private float MapSize = 0;
43 |
44 | ///
45 | /// Radius of a grid cell
46 | ///
47 | [SerializeField]
48 | private float Radius = 1.0f;
49 |
50 | ///
51 | /// Blend distance between visible and hidden area
52 | ///
53 | [SerializeField, Range(0.0f, 1.0f)]
54 | private float BlendDistance = 0.8f;
55 |
56 | private RenderTexture maskTexture;
57 |
58 | //Store thos properties so we can avoid string lookups in Update
59 | private static readonly int textureSizeId = Shader.PropertyToID("_TextureSize");
60 | private static readonly int cellCountId = Shader.PropertyToID("_CellCount");
61 | private static readonly int mapSizeId = Shader.PropertyToID("_MapSize");
62 |
63 | private static readonly int radiusId = Shader.PropertyToID("_Radius");
64 | private static readonly int blendId = Shader.PropertyToID("_Blend");
65 |
66 | private static readonly int maskTextureId = Shader.PropertyToID("_Mask");
67 |
68 | private static readonly int cellBufferId = Shader.PropertyToID("_CellBuffer");
69 |
70 | //This is the struct we parse to the compute shader for each cell
71 | private struct CellBufferElement
72 | {
73 | public float PositionX;
74 | public float PositionY;
75 | public float Visibility;
76 | }
77 |
78 | private List bufferElements;
79 | private ComputeBuffer buffer = null;
80 |
81 | ///
82 | /// Initialization
83 | ///
84 | private void Awake()
85 | {
86 | //It is important that this is in Awake and the Cell's are getting added in Start()
87 | cells = new List();
88 |
89 | //Create a new render texture for the mask
90 | maskTexture = new RenderTexture(TextureSize, TextureSize, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear)
91 | {
92 | enableRandomWrite = true
93 | };
94 | maskTexture.Create();
95 |
96 | //Set the texture dimension and the mask texture in the compute shader
97 | computeShader.SetInt(textureSizeId, TextureSize);
98 | computeShader.SetTexture(0, maskTextureId, maskTexture);
99 |
100 | //We are using the mask texture and the map size in multiple materials
101 | //Setting it as a global variable is easier in this case
102 | Shader.SetGlobalTexture(maskTextureId, maskTexture);
103 | Shader.SetGlobalFloat(mapSizeId, MapSize);
104 |
105 | bufferElements = new List();
106 | }
107 |
108 | private void OnDestroy()
109 | {
110 | buffer?.Dispose();
111 |
112 | if (maskTexture != null)
113 | DestroyImmediate(maskTexture);
114 | }
115 |
116 | //Setup all buffers and variables
117 | private void Update()
118 | {
119 | //Recreate the buffer since the visibility updates
120 | //This is not extremely optimized as we could also simply change
121 | //values but it is fine for a project as small as this one
122 | bufferElements.Clear();
123 | foreach (GridCell cell in cells)
124 | {
125 | CellBufferElement element = new CellBufferElement
126 | {
127 | PositionX = cell.transform.position.x,
128 | PositionY = cell.transform.position.z,
129 | Visibility = cell.Visibility
130 | };
131 |
132 | bufferElements.Add(element);
133 | }
134 |
135 | if(buffer == null)
136 | buffer = new ComputeBuffer(bufferElements.Count * 3, sizeof(float));
137 |
138 | //Set the buffer data and parse it to the compute shader
139 | buffer.SetData(bufferElements);
140 | computeShader.SetBuffer(0, cellBufferId, buffer);
141 |
142 | //Set other variables needed in the compute function
143 | computeShader.SetInt(cellCountId, bufferElements.Count);
144 | computeShader.SetFloat(radiusId, Radius / MapSize);
145 | computeShader.SetFloat(blendId, BlendDistance / MapSize);
146 |
147 | //Execute the compute shader
148 | //Our thread group size is 8x8=64,
149 | //thus we have to dispatch (TextureSize / 8) * (TextureSize / 8) thread groups
150 | computeShader.Dispatch(0, Mathf.CeilToInt(TextureSize / 8.0f), Mathf.CeilToInt(TextureSize / 8.0f), 1);
151 | }
152 | }
153 |
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1 | #pragma kernel CSMain
2 |
3 | //General variables
4 | int _CellCount;
5 | int _TextureSize;
6 | float _MapSize;
7 | float _Radius;
8 | float _Blend;
9 |
10 | //Buffer containing position (x,y) and visibility(z) of the cells
11 | StructuredBuffer _CellBuffer;
12 |
13 | //Mask output texture
14 | RWTexture2D _Mask;
15 |
16 | //Kernel function that "renders" the mask based on the grid cell buffer
17 | [numthreads(8,8,1)]
18 | void CSMain (uint3 id : SV_DispatchThreadID)
19 | {
20 | //Reset the pixel value at the start
21 | _Mask[id.xy] = float4(0, 0, 0, 1);
22 | //Loop through each cell
23 | for (int i = 0; i < _CellCount; i++)
24 | {
25 | //Calculate the texel and cell center position in uv space [0;1] and the distance between them
26 | float2 UVPos = id.xy / (float)_TextureSize;
27 | float2 centerUVPos = float2(_CellBuffer[3 * i], _CellBuffer[3 * i + 1]) / _MapSize;
28 | float UVDistance = length(UVPos - centerUVPos);
29 |
30 | //Calculate a smooth visibility value for the current cell
31 | float val = smoothstep(_Radius + _Blend, _Radius, UVDistance) * _CellBuffer[3 * i + 2];
32 | //Add it to the result if there isn't already a higher visibility value for the current texel
33 | val = max(_Mask[id.xy].r, val);
34 | _Mask[id.xy] = float4(val, val, val, 1);
35 | }
36 | }
37 |
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1 | Shader "Lexdev/CaseStudies/CivilizationMap"
2 | {
3 | Properties
4 | {
5 | //Hex texture
6 | [NoScaleOffset]_MainTex ("Color Texture", 2D) = "white" {}
7 | [NoScaleOffset]_MapTex ("Map Texture", 2D) = "white" {}
8 |
9 | //Perlin noise texture
10 | [NoScaleOffset]_Noise ("Noise", 2D) = "black" {}
11 |
12 | //Cutoff value that determines at which visibility value the hex tile becomes visible
13 | _Cutoff("Map Cutoff", float) = 0.4
14 |
15 | //Mak color
16 | _MapColor("Map Color", Color) = (1,1,1,1)
17 | _MapEdgeColor("Map Edge Color", Color) = (1,1,1,1)
18 |
19 | //Map background color
20 | [NoScaleOffset]_MapBackground("Map Background Texture", 2D) = "white" {}
21 | }
22 | SubShader
23 | {
24 | CGPROGRAM
25 |
26 | //Our surface function is called surf and we are using the standard lighting
27 | #pragma surface surf Standard
28 |
29 | //Global variables
30 |
31 | //The generated mask from the compute shader
32 | sampler2D _Mask;
33 | //The size of our hex grid in units
34 | float _MapSize;
35 |
36 | //Input struct with additional data we need
37 | struct Input
38 | {
39 | float2 uv_MainTex;
40 | float2 uv_MapTex;
41 | float3 worldPos;
42 | };
43 |
44 | //Property variables
45 | sampler2D _MainTex;
46 | sampler2D _MapTex;
47 |
48 | sampler2D _Noise;
49 |
50 | float _Cutoff;
51 |
52 | float4 _MapColor;
53 | float4 _MapEdgeColor;
54 | sampler2D _MapBackground;
55 |
56 | //Surface function, we are only interested in setting the albedo we can leave the rest as default
57 | void surf (Input IN, inout SurfaceOutputStandard o)
58 | {
59 | //Sample the visibility texture
60 | float maskVal = tex2D(_Mask, IN.worldPos.xz / _MapSize).r;
61 |
62 | //Sample the tile textures
63 | float4 tile = tex2D(_MainTex, IN.uv_MainTex);
64 | float4 tileMap = tex2D(_MapTex, IN.uv_MapTex);
65 |
66 | //Sample the map background texture
67 | float4 mapBackground = tex2D(_MapBackground, IN.worldPos.xz / _MapSize);
68 |
69 | //Sample the noise texture
70 | float noise = tex2D(_Noise, IN.worldPos.xz / _MapSize).r;
71 |
72 | //Add noise to the blend area to make the edges of the map more random
73 | float maskNoise = clamp(maskVal - pow(1.0f - maskVal, 0.01f) * noise, 0, 1);
74 |
75 | //Render the map if the calculated value is smaller than our cutoff
76 | if(maskNoise < _Cutoff)
77 | tile = lerp(_MapColor * tileMap * mapBackground, _MapEdgeColor, maskNoise / _Cutoff);
78 |
79 | //Assign the color
80 | o.Albedo = tile.rgb;
81 | }
82 | ENDCG
83 | }
84 | FallBack "Diffuse"
85 | }
86 |
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2020 Lexdev.net
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/README.md:
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1 | Lexdev tutorial project. You can find the full tutorial here:
2 |
3 | https://lexdev.net/tutorials/case_studies/civilization_fogofwar.html
4 |
5 |
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