├── .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 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ea13a6ae39f4b53498781e9005802f82 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /CivilizationFogOfWarUnityProject/Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7950d9143308ff94093b83621b5cebc8 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /CivilizationFogOfWarUnityProject/Assets/Scripts/GridCell.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /CivilizationFogOfWarUnityProject/Assets/Scripts/GridCell.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d98292d6a00ad8440a427a008d037eb6 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /CivilizationFogOfWarUnityProject/Assets/Scripts/MaskRenderer.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /CivilizationFogOfWarUnityProject/Assets/Scripts/MaskRenderer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2e2f0ccb823be304ca9b277988703d4f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /CivilizationFogOfWarUnityProject/Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5d02381d33f95494eb07597a02da4050 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /CivilizationFogOfWarUnityProject/Assets/Shaders/MaskCompute.compute: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /CivilizationFogOfWarUnityProject/Assets/Shaders/MaskCompute.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c5920b0d1a078ff4c9bc19db89ce7038 3 | ComputeShaderImporter: 4 | externalObjects: {} 5 | currentAPIMask: 4 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /CivilizationFogOfWarUnityProject/Assets/Shaders/TileShader.shader: -------------------------------------------------------------------------------- 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 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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 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | Lexdev tutorial project. You can find the full tutorial here: 2 | 3 | https://lexdev.net/tutorials/case_studies/civilization_fogofwar.html 4 | 5 | --------------------------------------------------------------------------------