File: Fog_of_war0.05-0.05-pc.zip ... -

: Use a single-channel R8 texture to store visibility states (0 for hidden, 1 for visible, 0.5 for explored).

: Layer a scrolling Perlin noise texture over the hidden areas to give the fog a "swirling" gaseous effect rather than a static black void. File: Fog_Of_War0.05-0.05-pc.zip ...

: When an enemy unit enters the fog, leave a "ghost" or "silhouette" at their last known location to help the player track movement. : Use a single-channel R8 texture to store

: Integrate ray-casting so that buildings or thick forests physically block the "sight line" and create shadows within the fog. Implementation Checklist : Integrate ray-casting so that buildings or thick

The fog shouldn't just be a visual overlay; it should be a functional part of the game.

: Write a screen-space shader that multiplies the final render by your fog texture.