Hex Map 20: Fog of War
Fog of war is a feature in high demand, and now we're going to add it! And we won't use a semitransparent plane. We'll do it by feeding cell data to the shader via a texture, sidestepping triangulation. We'll have to go through some refactoring to get there, but the same technique can also be used to skip triangulation when only editing the terrain type. And we still have room to add more data in this way in the future.
Comments (6)
In section 4.1 Feature Shader With Visibility you highlight new shader property _GridCoordinates but you don't highlight its sampler2D variable. It's easily missed as it's on the same line with _MainTex sampler, took me some time to figure out why I am getting compiler errors...
Added the missing highlight. Thanks for pointing it out!
Hooray for Fog of War! Thank you so much!
You're welcome!
Looks awesome, will it have the ability to completely mask the view?
You can't see what you haven't explored yet, right?
