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

: Implement "Team Vision" logic where the visibility mask is a union of all allied unit sight ranges.

The fog shouldn't just be a visual overlay; it should be a functional part of the game. File: Fog_Of_War0.05-0.05-pc.zip ...

: Instead of calculating visibility on the CPU, offload the grid/texture updates to the GPU using compute shaders. This allows for high-resolution masks without dropping frame rates. : Implement "Team Vision" logic where the visibility

: Write a screen-space shader that multiplies the final render by your fog texture. File: Fog_Of_War0.05-0.05-pc.zip ...

: Define your world bounds and map them to a 2D array or texture.