Is post-processed fog of war possible for a turn-based tile-based project?

Hello! For fog of war, first I tried placing a black plane mesh over the level and making it transparent depending on data it receives from a render target. It almost works, but the challenge is that because of the isometric camera angle, you can often “peek” a significant amount below it.

I’m now trying to map the render target onto a post-process material, but I’m struggling to make the fog of war stay still–as the player moves around, so does the post processing material, almost like it’s swimming around the player. I’ve been working for days at this and I don’t know how to securely affix that post-processing material to the worldspace.

Let me know what you think. I can provide more details. Struggling a lot with this one!

Here’s the material graph

And here’s the result

This is most likely because you’re using World Position, which has some issues when used in a Post Process material with upscaling that you will need to work around, there are some different solutions in this thread: Post Process Absolute World Position is weird

If you can’t change the Blendable Location to something before upscaling, then this is the approach you’ll probably want to use: Post Process Absolute World Position is weird - #5 by Vioxtar

Thank you, this was it. It was a mix of both problems: I had to change the blendable location to Scene Color Before DOF. I also modified World Position so that it uses Camera Relative World Position (including Material Shader Offsets) + Camera Position. Here’s the material graph:

And here’s what it looks like in PIE. For a prototype, nice!