├── .gitignore ├── Assets ├── Fow.meta ├── Fow │ ├── FowMaskLut.png │ ├── FowMaskLut.png.meta │ ├── FowPalette.meta │ ├── FowPalette │ │ ├── FowPalette.prefab │ │ └── FowPalette.prefab.meta │ ├── Materials.meta │ ├── Materials │ │ ├── FowFxChainMaterial.mat │ │ ├── FowFxChainMaterial.mat.meta │ │ ├── FowOutputMaterial.mat │ │ └── FowOutputMaterial.mat.meta │ ├── RenderTextures.meta │ ├── RenderTextures │ │ ├── FowInTexture.renderTexture │ │ ├── FowInTexture.renderTexture.meta │ │ ├── FowOutTexture.renderTexture │ │ └── FowOutTexture.renderTexture.meta │ ├── Scripts.meta │ ├── Scripts │ │ ├── FowEffectController.cs │ │ ├── FowEffectController.cs.meta │ │ ├── Utils.meta │ │ └── Utils │ │ │ ├── Editor.meta │ │ │ ├── Editor │ │ │ ├── LayerPropertyAttributeEditor.cs │ │ │ └── LayerPropertyAttributeEditor.cs.meta │ │ │ ├── LayerAttribute.cs │ │ │ └── LayerAttribute.cs.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── FowFxChainShader.shader │ │ ├── FowFxChainShader.shader.meta │ │ ├── FowRenderShader.shader │ │ └── FowRenderShader.shader.meta │ ├── TileSheet0.png │ ├── TileSheet0.png.meta │ ├── Tiles.meta │ └── Tiles │ │ ├── TileSheet0_0.asset │ │ ├── TileSheet0_0.asset.meta │ │ ├── TileSheet0_1.asset │ │ ├── TileSheet0_1.asset.meta │ │ ├── TileSheet0_10.asset │ │ ├── TileSheet0_10.asset.meta │ │ ├── TileSheet0_11.asset │ │ ├── TileSheet0_11.asset.meta │ │ ├── TileSheet0_12.asset │ │ ├── TileSheet0_12.asset.meta │ │ ├── TileSheet0_13.asset │ │ ├── TileSheet0_13.asset.meta │ │ ├── TileSheet0_2.asset │ │ ├── TileSheet0_2.asset.meta │ │ ├── TileSheet0_3.asset │ │ ├── TileSheet0_3.asset.meta │ │ ├── TileSheet0_4.asset │ │ ├── TileSheet0_4.asset.meta │ │ ├── TileSheet0_5.asset │ │ ├── TileSheet0_5.asset.meta │ │ ├── TileSheet0_6.asset │ │ ├── TileSheet0_6.asset.meta │ │ ├── TileSheet0_7.asset │ │ ├── TileSheet0_7.asset.meta │ │ ├── TileSheet0_8.asset │ │ ├── TileSheet0_8.asset.meta │ │ ├── TileSheet0_9.asset │ │ └── TileSheet0_9.asset.meta ├── Images.meta ├── Images │ ├── GrassTile0.png │ ├── GrassTile0.png.meta │ ├── Ladybug.png │ └── Ladybug.png.meta ├── Scenes.meta ├── Scenes │ ├── FowScene.unity │ └── FowScene.unity.meta ├── Scripts.meta └── Scripts │ ├── GameController.cs │ └── GameController.cs.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md └── UserSettings └── EditorUserSettings.asset /.gitignore: -------------------------------------------------------------------------------- 1 | # =============== # 2 | # Builds # 3 | # =============== # 4 | *.apk 5 | builds/ 6 | ios-build/ 7 | .vs/ 8 | 9 | # =============== # 10 | # GitEye # 11 | # =============== # 12 | /.project 13 | 14 | # =============== # 15 | # Unity Library # 16 | # =============== # 17 | Library/ 18 | 19 | # =============== # 20 | # Unity temp # 21 | # =============== # 22 | Temp/ 23 | Logs/ 24 | Build/ 25 | Assets/Placeholder/ 26 | 27 | # ============================================= # 28 | # Visual Studio / MonoDevelop / Rider generated # 29 | # ============================================= # 30 | .idea/ 31 | .vscode/ 32 | ExportedObj/ 33 | obj/ 34 | *.svd 35 | *.userprefs 36 | *.csproj 37 | *.pidb 38 | *.suo 39 | *.sln 40 | *.user 41 | *.unityproj 42 | *.booproj 43 | Assets/Plugins/Editor/JetBrains 44 | 45 | # ========================== # 46 | # NodeJS for tools and utils # 47 | # ========================== # 48 | /Tools/**/node_modules/ 49 | 50 | # ============ # 51 | # OS generated # 52 | # ============ # 53 | .DS_Store 54 | .DS_Store? 55 | ._* 56 | .Spotlight-V100 57 | .Trashes 58 | ehthumbs.db 59 | Thumbs.db 60 | Thumbs.db.meta 61 | Assembly-CSharp.csproj.DotSettings 62 | Assets/Plugins/iOS.meta 63 | -------------------------------------------------------------------------------- /Assets/Fow.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ce24617dedabedc8a843d9337f17e899 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Fow/FowMaskLut.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/metaphore/unity-fog-of-war-demo/7dcb7670ff7b0ddc20e81c45d17f551bbf9e845d/Assets/Fow/FowMaskLut.png 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e177a886b28b4194bf4cfd60fa8bf4a6 3 | timeCreated: 1649599648 -------------------------------------------------------------------------------- /Assets/Fow/Scripts/FowEffectController.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Fow.Utils; 3 | using JetBrains.Annotations; 4 | using UnityEngine; 5 | using UnityEngine.Rendering; 6 | 7 | namespace Fow 8 | { 9 | public class FowEffectController : MonoBehaviour 10 | { 11 | [SerializeField] 12 | private float ppu = 16f; 13 | 14 | [Space] 15 | 16 | [LayerProperty] 17 | [SerializeField] 18 | private int layerInput; 19 | [LayerProperty] 20 | [SerializeField] 21 | private int layerFxChain; 22 | [LayerProperty] 23 | [SerializeField] 24 | private int layerOutput = 0; 25 | 26 | [Space] 27 | 28 | [SerializeField] 29 | private RenderTexture textureIn; 30 | [SerializeField] 31 | private RenderTexture textureOut; 32 | 33 | [SerializeField] 34 | private Material matFxChain; 35 | [SerializeField] 36 | private Material matOutput; 37 | 38 | private MeshRenderer surfaceFxChain; 39 | private MeshRenderer surfaceOut; 40 | 41 | private Camera camInput; 42 | private Camera camFxChain; 43 | 44 | private float lastCamWidth = 0f; 45 | private float lastCamHeight = 0f; 46 | 47 | public RenderTexture TextureIn => textureIn; 48 | 49 | public RenderTexture TextureOut => textureOut; 50 | 51 | public Material MatFxChain => matFxChain; 52 | 53 | public Material MatOutput => matOutput; 54 | 55 | public MeshRenderer SurfaceFxChain => surfaceFxChain; 56 | 57 | public MeshRenderer SurfaceOut => surfaceOut; 58 | 59 | public Camera CamInput => camInput; 60 | 61 | public Camera CamFxChain => camFxChain; 62 | 63 | private void Awake() 64 | { 65 | Camera camMain = Camera.main; 66 | 67 | this.surfaceFxChain = CreateMeshRenderer(transform, layerFxChain, "FowFxChainSurface", matFxChain); 68 | this.surfaceFxChain.transform.localPosition += new Vector3(0f, 0f, 10f); 69 | this.surfaceOut = CreateMeshRenderer(camMain.transform, layerOutput, "FowOutputSurface", matOutput); 70 | 71 | this.camInput = CreateCameraObject(camMain.transform, "FowInputCamera", 0, -100, layerInput, textureIn); 72 | this.camFxChain = CreateCameraComp(this.gameObject, "FowFxChainCamera", 10, -99, layerFxChain, textureOut); 73 | 74 | Rebind(); 75 | } 76 | 77 | private void OnPreRender() 78 | { 79 | Camera camMain = Camera.main; 80 | Vector2 camSize = EvalMainCamSize(); 81 | Vector4 camRect = new Vector4( 82 | camMain.transform.position.x, 83 | camMain.transform.position.y, 84 | camSize.x, 85 | camSize.y); 86 | matFxChain.SetVector("_CamRect", camRect); 87 | // Much like Unity's _TexelSize, but this gets updated every frame and thus always up to date. 88 | matFxChain.SetVector("_TextureSize", new Vector4(1f/textureIn.width, 1f/textureIn.height, textureIn.width, textureIn.height)); 89 | } 90 | 91 | private void Update() 92 | { 93 | Vector2 camSize = EvalMainCamSize(); 94 | 95 | if (Math.Abs(lastCamWidth - camSize.x) > 0.01f || 96 | Math.Abs(lastCamHeight - camSize.y) > 0.01f) 97 | { 98 | lastCamWidth = camSize.x; 99 | lastCamHeight = camSize.y; 100 | 101 | Rebind(); 102 | } 103 | } 104 | 105 | private void Rebind() 106 | { 107 | Vector2 camSize = EvalMainCamSize(); 108 | 109 | int bufferWidth = Mathf.CeilToInt(camSize.x * ppu); 110 | int bufferHeight = Mathf.CeilToInt(camSize.y * ppu); 111 | 112 | textureIn.Release(); 113 | textureIn.width = bufferWidth; 114 | textureIn.height = bufferHeight; 115 | textureIn.Create(); 116 | 117 | textureOut.Release(); 118 | textureOut.width = bufferWidth; 119 | textureOut.height = bufferHeight; 120 | textureOut.Create(); 121 | 122 | Vector3 surfaceScale = new Vector3(camSize.x, camSize.y, 1f); 123 | surfaceFxChain.transform.localScale = surfaceScale; 124 | surfaceOut.transform.localScale = surfaceScale; 125 | 126 | camInput.projectionMatrix = Camera.main.projectionMatrix; 127 | camInput.orthographicSize = Camera.main.orthographicSize; 128 | 129 | camFxChain.projectionMatrix = Camera.main.projectionMatrix; 130 | camFxChain.orthographicSize = Camera.main.orthographicSize; 131 | 132 | camInput.targetTexture = textureIn; 133 | camFxChain.targetTexture = textureOut; 134 | } 135 | 136 | private Vector2 EvalMainCamSize() 137 | { 138 | Camera cam = Camera.main; 139 | Vector3 bottomLeft = cam.ViewportToWorldPoint(Vector3.zero); 140 | Vector3 topRight = cam.ViewportToWorldPoint(Vector3.one); 141 | 142 | return new Vector2( 143 | topRight.x - bottomLeft.x, 144 | topRight.y - bottomLeft.y); 145 | } 146 | 147 | private static Camera CreateCameraObject(Transform parent, string name, float localPozZ, int camDepth, int captureLayer, [CanBeNull] RenderTexture targetTexture) 148 | { 149 | GameObject go = new GameObject(); 150 | go.name = name; 151 | go.transform.SetParent(parent.transform, false); 152 | go.transform.localPosition = new Vector3(0f, 0f, localPozZ); 153 | 154 | return CreateCameraComp(go, name, localPozZ, camDepth, captureLayer, targetTexture); 155 | } 156 | private static Camera CreateCameraComp(GameObject go, string name, float localPozZ, int camDepth, int captureLayer, [CanBeNull] RenderTexture targetTexture) 157 | { 158 | Camera cam = go.AddComponent(); 159 | cam.clearFlags = CameraClearFlags.SolidColor; 160 | cam.backgroundColor = new Color(0f, 0f, 0f, 0f); 161 | cam.cullingMask = LayerToMask(captureLayer); 162 | cam.orthographic = true; 163 | cam.orthographicSize = 5f; 164 | cam.targetTexture = targetTexture; 165 | cam.depth = camDepth; 166 | cam.useOcclusionCulling = false; 167 | 168 | return cam; 169 | } 170 | 171 | private static MeshRenderer CreateMeshRenderer(Transform parent, int layer, string name, Material material) 172 | { 173 | GameObject go = new GameObject(); 174 | go.name = name; 175 | go.transform.parent = parent; 176 | go.layer = layer; 177 | 178 | Mesh mesh = new Mesh 179 | { 180 | vertices = new[] 181 | { 182 | new Vector3(-0.5f, -0.5f), 183 | new Vector3(-0.5f, +0.5f), 184 | new Vector3(+0.5f, -0.5f), 185 | new Vector3(+0.5f, +0.5f), 186 | }, 187 | uv = new[] 188 | { 189 | new Vector2(0, 0), 190 | new Vector2(0, 1), 191 | new Vector2(1, 0), 192 | new Vector2(1, 1), 193 | }, 194 | triangles = new[] {0, 1, 3, 3, 2, 0} 195 | }; 196 | MeshFilter meshFilter = go.AddComponent(); 197 | meshFilter.mesh = mesh; 198 | 199 | MeshRenderer meshRenderer = go.AddComponent(); 200 | meshRenderer.material = material; 201 | meshRenderer.receiveShadows = false; 202 | meshRenderer.shadowCastingMode = ShadowCastingMode.Off; 203 | meshRenderer.allowOcclusionWhenDynamic = false; 204 | 205 | return meshRenderer; 206 | } 207 | 208 | private static int LayerToMask(int layer) => 209 | layer != -1 ? 1 << layer : 0; 210 | } 211 | } -------------------------------------------------------------------------------- /Assets/Fow/Scripts/FowEffectController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 148d77d85a364a1bb02af6928bba835e 3 | timeCreated: 1649599675 -------------------------------------------------------------------------------- /Assets/Fow/Scripts/Utils.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 18db47027c6142929ea42cddcc88b1e8 3 | timeCreated: 1649615080 -------------------------------------------------------------------------------- /Assets/Fow/Scripts/Utils/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4c3c88eadded4a0ab7379fa280f1eb3d 3 | timeCreated: 1649615127 -------------------------------------------------------------------------------- /Assets/Fow/Scripts/Utils/Editor/LayerPropertyAttributeEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | 4 | namespace Fow.Utils 5 | { 6 | public class LayerPropertyAttributeEditor 7 | { 8 | [CustomPropertyDrawer(typeof(LayerPropertyAttribute))] 9 | class LayerAttributeEditor : PropertyDrawer 10 | { 11 | public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) 12 | { 13 | property.intValue = EditorGUI.LayerField(position, label, property.intValue); 14 | } 15 | } 16 | } 17 | } -------------------------------------------------------------------------------- /Assets/Fow/Scripts/Utils/Editor/LayerPropertyAttributeEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 930a72d6d485497e82f20c1d7ad45748 3 | timeCreated: 1649615139 -------------------------------------------------------------------------------- /Assets/Fow/Scripts/Utils/LayerAttribute.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Fow.Utils 4 | { 5 | /// 6 | /// Attribute to select a single layer. 7 | /// 8 | public class LayerPropertyAttribute : PropertyAttribute { } 9 | } -------------------------------------------------------------------------------- /Assets/Fow/Scripts/Utils/LayerAttribute.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0753830ba5584193a365b062e960285b 3 | timeCreated: 1649615089 -------------------------------------------------------------------------------- /Assets/Fow/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f76a13aa824622282bbe6a130e45daae 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Fow/Shaders/FowFxChainShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Fow/FowFxChain" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Tilemap Texture", 2D) = "white" {} 6 | _MaskLut ("Mask Lut Texture", 2D) = "white" {} 7 | 8 | _MaskThreshold ("Mask Threshold", Range(0, 1)) = 0.5 9 | 10 | _FogTimeFactor ("Fog Time Factor", Float) = 100.0 11 | _FogScaleFactor ("Fog Scale Factor", Float) = 16.0 12 | _FogContrast ("Fog Contrast", Float) = 3.0 13 | 14 | _SmoothPixels ("Smooth Pixels", Float) = 8.0 15 | } 16 | SubShader 17 | { 18 | Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } 19 | 20 | // No culling or depth 21 | Cull Off 22 | // ZWrite Off 23 | ZTest Always 24 | Blend One OneMinusSrcAlpha 25 | 26 | Pass 27 | { 28 | CGPROGRAM 29 | #pragma vertex vert 30 | #pragma fragment frag 31 | 32 | #include "UnityCG.cginc" 33 | 34 | struct appdata 35 | { 36 | float4 vertex : POSITION; 37 | float2 uv : TEXCOORD0; 38 | }; 39 | 40 | struct v2f 41 | { 42 | float2 uv : TEXCOORD0; 43 | float4 vertex : SV_POSITION; 44 | }; 45 | 46 | v2f vert (appdata v) 47 | { 48 | v2f o; 49 | o.vertex = UnityObjectToClipPos(v.vertex); 50 | // o.vertex = UnityPixelSnap(o.vertex); 51 | o.uv = v.uv; 52 | return o; 53 | } 54 | 55 | sampler2D _MainTex; 56 | float4 _MainTex_TexelSize; 57 | 58 | sampler2D _MaskLut; 59 | 60 | fixed _MaskThreshold; 61 | 62 | float _FogTimeFactor; 63 | float _FogScaleFactor; 64 | fixed _FogContrast; 65 | 66 | fixed _SmoothPixels; 67 | 68 | float4 _CamRect; 69 | float4 _TextureSize; 70 | 71 | float random(float2 st) 72 | { 73 | return frac(sin(dot(st.xy, float2(12.9898,78.233))) * 43758.5453123); 74 | } 75 | 76 | // Based on Morgan McGuire @morgan3d 77 | // https://www.shadertoy.com/view/4dS3Wd 78 | float noise (float2 st) { 79 | float2 i = floor(st); 80 | float2 f = frac(st); 81 | 82 | // Four corners in 2D of a tile 83 | float a = random(i); 84 | float b = random(i + float2(1.0, 0.0)); 85 | float c = random(i + float2(0.0, 1.0)); 86 | float d = random(i + float2(1.0, 1.0)); 87 | 88 | float2 u = f * f * (3.0 - 2.0 * f); 89 | 90 | return lerp(a, b, u.x) + 91 | (c - a)* u.y * (1.0 - u.x) + 92 | (d - b) * u.x * u.y; 93 | } 94 | 95 | #define OCTAVES 6 96 | float fbm (float2 st) { 97 | // Initial values 98 | float value = 0.0; 99 | float amplitude = .5; 100 | 101 | // Loop of octaves 102 | for (int i = 0; i < OCTAVES; i++) { 103 | value += amplitude * noise(st); 104 | st *= 2.; 105 | amplitude *= .5; 106 | } 107 | return value; 108 | } 109 | 110 | fixed computeMask(float2 uv) 111 | { 112 | const half ghostShift = _SmoothPixels; 113 | const fixed ghostMix = 0.25; 114 | half shiftX = _TextureSize.x * ghostShift; 115 | half shiftY = _TextureSize.y * ghostShift; 116 | 117 | fixed maskVal = tex2D(_MainTex, uv).r; 118 | maskVal += tex2D(_MainTex, uv + fixed2(+shiftX, +shiftY)).r * ghostMix; 119 | maskVal += tex2D(_MainTex, uv + fixed2(-shiftX, +shiftY)).r * ghostMix; 120 | maskVal += tex2D(_MainTex, uv + fixed2(+shiftX, -shiftY)).r * ghostMix; 121 | maskVal += tex2D(_MainTex, uv + fixed2(-shiftX, -shiftY)).r * ghostMix; 122 | 123 | return maskVal; 124 | } 125 | 126 | fixed4 applyLut(sampler2D lutTexture, fixed2 position) 127 | { 128 | return tex2D(lutTexture, position).rgba; 129 | } 130 | 131 | fixed4 frag (v2f i) : SV_Target 132 | { 133 | float2 pixelWorldPos = _CamRect.xy - _CamRect.zw * 0.5 + _CamRect.zw * i.uv; 134 | 135 | float2 st = pixelWorldPos * _FogScaleFactor; 136 | // st.x *= _MainTex_TexelSize.y / _MainTex_TexelSize.x; 137 | 138 | float time = _Time.x * _FogTimeFactor; 139 | 140 | fixed2 r = float2(0.0, 0.0); 141 | r.x = fbm(st + fixed2(1.7,9.2) + 0.15 * time); 142 | r.y = fbm(st + fixed2(8.3,2.8) + 0.126 * time); 143 | 144 | float noise = fbm(st + r); 145 | 146 | fixed alpha = computeMask(i.uv); 147 | 148 | noise = saturate(pow(0.5f + noise, _FogContrast) - 0.5f); 149 | fixed maskAlpha = lerp(noise * alpha, alpha, step(0.99, alpha)); 150 | fixed maskAlphaHard = step(_MaskThreshold, maskAlpha); 151 | 152 | fixed4 fogColor = applyLut(_MaskLut, fixed2(maskAlpha, 0.0)); 153 | fogColor.a *= maskAlphaHard; 154 | 155 | // Pre-multiplied alpha. 156 | fogColor.rgb *= fogColor.a; 157 | return fogColor; 158 | } 159 | ENDCG 160 | } 161 | } 162 | } 163 | -------------------------------------------------------------------------------- /Assets/Fow/Shaders/FowFxChainShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f3c933ac9e9b698dfbe6935b2309402e 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Fow/Shaders/FowRenderShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Fow/FowRender" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } 10 | 11 | // No culling or depth 12 | Cull Off 13 | // ZWrite Off 14 | ZTest Always 15 | Blend One OneMinusSrcAlpha 16 | 17 | Pass 18 | { 19 | CGPROGRAM 20 | #pragma vertex vert 21 | #pragma fragment frag 22 | 23 | #include "UnityCG.cginc" 24 | 25 | struct appdata 26 | { 27 | float4 vertex : POSITION; 28 | float2 uv : TEXCOORD0; 29 | }; 30 | 31 | struct v2f 32 | { 33 | float2 uv : TEXCOORD0; 34 | float4 vertex : SV_POSITION; 35 | }; 36 | 37 | v2f vert (appdata v) 38 | { 39 | v2f o; 40 | o.vertex = UnityObjectToClipPos(v.vertex); 41 | o.uv = v.uv; 42 | return o; 43 | } 44 | 45 | sampler2D _MainTex; 46 | 47 | fixed4 frag (v2f i) : SV_Target 48 | { 49 | fixed4 col = tex2D(_MainTex, i.uv); 50 | // Pre-multiplied alpha. 51 | 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-------------------------------------------------------------------------------- /Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4763e2de51141d0ee855eba6efdb2b28 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/FowScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2cda990e2423bbf4892e6590ba056729 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4ee5856adca1442f97591e7d6083b7ca 3 | timeCreated: 1649626477 -------------------------------------------------------------------------------- /Assets/Scripts/GameController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class GameController : MonoBehaviour 4 | { 5 | private Vector2 lastTouch; 6 | 7 | private int pressedMouseButton = -1; 8 | 9 | private void Awake() 10 | { 11 | Application.targetFrameRate = 60; 12 | } 13 | 14 | private void LateUpdate() 15 | { 16 | if (pressedMouseButton < 0) 17 | { 18 | // Test 0 and 1 mouse buttons. 19 | for (int i = 0; i < 2; i++) 20 | { 21 | if (Input.GetMouseButtonDown(i)) 22 | { 23 | pressedMouseButton = i; 24 | OnTouchDown(Input.mousePosition); 25 | } 26 | } 27 | } 28 | if (pressedMouseButton >= 0 && Input.GetMouseButton(pressedMouseButton)) 29 | { 30 | OnTouchDragged(Input.mousePosition); 31 | } 32 | if (pressedMouseButton >= 0 && !Input.GetMouseButton(pressedMouseButton)) 33 | { 34 | OnTouchUp(Input.mousePosition); 35 | pressedMouseButton = -1; 36 | } 37 | } 38 | 39 | private void OnTouchDown(Vector2 screenPos) 40 | { 41 | this.lastTouch = screenPos; 42 | } 43 | 44 | private void OnTouchDragged(Vector2 screenPos) 45 | { 46 | Vector2 worldPos = ScreenToWorld(screenPos); 47 | Vector2 lastWorldPos = ScreenToWorld(lastTouch); 48 | lastTouch = screenPos; 49 | 50 | if (pressedMouseButton == 0) 51 | { 52 | Camera.main.transform.position += (Vector3)(lastWorldPos - worldPos); 53 | } 54 | else if (pressedMouseButton == 1) 55 | { 56 | Camera.main.orthographicSize += lastWorldPos.y - worldPos.y; 57 | } 58 | } 59 | 60 | private void OnTouchUp(Vector2 screenPos) 61 | { 62 | 63 | } 64 | 65 | private Vector2 ScreenToWorld(Vector2 screenPos) => 66 | Camera.main.ScreenToWorldPoint(screenPos); 67 | } -------------------------------------------------------------------------------- /Assets/Scripts/GameController.cs.meta: 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-------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity | Fog of War 2 | A demo of cloudy 2D fog of war effect (based on tilemap). 3 | 4 | ![Peek 2022-04-11 00-17](https://user-images.githubusercontent.com/6159734/162640281-77af2732-efa6-4049-8329-f773f9f522f9.gif) 5 | 6 | The project implements a complete post-effect that is applied to a preprendered mask. 7 | For the matter of this demo, the mask is done with a static tilemap. 8 | The shader effect uses perlin noise to create dynamic edges. 9 | 10 | Integration worlkthrough (in Russian) - 11 | https://youtu.be/MgN0UrKm5-k 12 | -------------------------------------------------------------------------------- /UserSettings/EditorUserSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!162 &1 4 | 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