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Question by usaidpro · Dec 13, 2021 at 12:38 PM · multiplayerrenderingmultiple camerasfog of warfog-of-war

Varying simultaneous Fog of War views for Local Multiplayer

Hello,

I am trying to create a "local multiplayer" MOBA-style game for a Unity machine-learning environment. This environment has multiple agents/players on a single map with different fog-of-war views for each player. I'm having trouble implementing such a fog-of-war system. From what I have found online, most fog-of-war implementations either use a projector (such as Andrew Hung's implementation) or shaders pulling from a texture mask and directly changing the environment appearance. However, from what I can tell these approaches directly change the map look, rather than change how the map appears per-camera (which is fine for those projects because single player view per client).


Essentially, I am trying to create a fog-of-war implementation where different cameras on the same map can see different fog-of-wars. The more efficient the method the better - I'm willing to sacrifice quality for performance since I'm trying to use this for machine learning. How can I go about doing this? I am using Universal Render Pipeline.

Thanks!

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