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Pixel-Perfect Fog Of War is a line of sight tool that lets you project a field of view from any number of objects, and hide objects within un-seen parts of your scene.
可编程渲染管线(SRP)兼容性
Unity可编程渲染管线(SRP)是让您能够通过C#脚本控制渲染的一个功能。SRP是支撑通用渲染管线(URP)和高清渲染管线(HDRP)的底层技术。
Unity版本内置渲染管线通用渲染管线(URP)高清渲染管线(HDRP)
2021.3.34f1
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其他兼容性信息

Support is provided for any unity version 2020.3 or newer, including tech releases.

描述

Pixel-Perfect Fog of war is the Ultimate fog of war tool, perfect for your next RTS, Moba, Social deduction, or horror project!


Read the Quick-Start Guide

Download Windows Demo Builds

Join the Discord for quick support


Pixel-Perfect Fog Of War has many features and advantages over its competition:

  • All Render pipelines are supported
  • No extra cameras or render textures are required for FOW to operate
    • No rendering overhead due to extra cameras
    • World size cannot limit FOW, it will render at full resolution no matter how vast your scene is
  • Greater performance
    • Zero GC Allocations
    • Most of the FOW operations are caluclated on the GPU
    • The CPU side of FOW is accelerated using the C# jobs system and burst compiler
  • Greater Customization:
    • Choose between Soft and Hard FOW
    • Fog Transparency
    • 4 fog rendering modes out of the box:
      • Solid Color
      • Gray Scale
      • Scene Blur
      • Scrolling Texture Fog
    • Scene-Wide world bounds to darken the out of bounds portion of your scene
    • Option to permanately reveal areas seen by revealers, and optionally regrow the fog slowly over time
    • Option to set revealer opacity
    • New FOW pixelation and dithering options, perfect for retro games.
  • Hide Objects in the Fog Of War
    • Traditional method: disable or enable hider renderer/gameobject
    • New in update 2.4 - Partial Hider Method: material based, Hiders on the edge of FOW can be partially revealed, "cut", or faded in
  • No custom materials required, FOW will work out of the box with your existing scene
  • Compatible with the vast majority of assets on the asset store, with support provided in the case you find an incompatibility
  • Lightweight, the whole package is under 1mb!
  • Easily hide GameObjects within the Fog, abstracted for easy implementation of custom behaviors!
  • FOW mask generation for minimaps, with camera frustum generation
  • FOW fully supports both 2D and 3D projects. For 3d fog, you can project onto any axis, and render in both orthographic and perspective cameras
  • FOW will render on any graphics backend (excluding WebGL)
  • Active and quick support through the discord
  • Frequent feature and performance oriented updates, including most community feature requests!
  • Super quick setup: get FOW in your scene in under 1 minute!

We are proud of the custom tech provided in this package. If you are Satisfied or Dissatisfied with the package, please leave a review or contact us through the support discord. All feedback helps to make the package better with future updates. We also love to see how you use FOW in your projects!

技术细节

This package has many advantages over the competition:

  • Zero GC Allocations during the Update loop
  • No extra camera necessary
  • Compatible with all shaders. This tool using Image effects for the built-in render pipeline, render features for URP, and the Volume framework for HDRP.
  • No render textures necessary. line of sight data is calculated per-pixel on the GPU.

This package utilizes the Burst Compiler and C# jobs system. You must have these packages installed for the system to work out of the box. If you cannot use these for whatever reason, contact me for a resolution.


Several Quick-Start demo scenes are included with this package.


Compatible Graphics APIs:

  • DX11
  • DX12
  • Vulkan
  • OpenGL
  • OpenGL ES 2.x
  • OpenGL ES 3.x
  • Metal
  • WebGPU

Incompatible Graphics APIs:

  • WebGL (use WebGPU instead)

LIMITATIONS:

  • While this package is for 3d scenes, the fog of war logic acts on a 2d, "top down" (or with the 1.3 update, the forward X/Y or Z/Y) perspective. this means that line of sight is based off the revealers height, and cannot see up or down. This is partially a design choice so that revealers taller than sight blockers can see over them completely.

Pixel-Perfect Fog Of War

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