FOW Compute Shader - GPU Fog of War for Unreal Engine
FOW Compute Shader is a Plugin featuring a GPU-accelerated Fog of War system for Unreal Engine.
It uses compute shaders to write to editor exposed render-targets to enable premade or self-made fog of war effects.
It was developed for our Game Project "Obscura". The Fog of War for our game had to show a high fidelity, good performance and allow for different gameplay options.
The resulting system features memory for already discovered areas, different hide modes for actors, height aware occlusion and visibility queries. Great performance, even with a multitude of vision sources (10000+), is achieved by the use of compute shaders.
Excellent Performance through compute shaders.
Height‑aware occlusion (capture component + different ray modes).
Memory for already explored areas.
Actor Freeze and Hide Mechanics Smoothly hides or freezes actors when outside the view area (even after destruction).
Actor-Components for ease of use: Vision, Blocker, Stealth.
Multiple premade Fog variants: layered mesh, volumetric box, post-process, and light function.
Multiple, stackable Fog Instances: multiple FOWs completely independent from each other (even on top of each other).
Batched visibility queries to get visibility info onto the CPU.
High Customizability and Adaptability: Multitude of User-Settings and -Options.
Blueprint‑friendly and Multiplayer‑safe (System itself runs locally).
Documentation & Example Project
Full Documentation:
https://sepopel.github.io/Free Example Project (Test Build):
Download example project
The plugin comes with one Example Project, which showcases its functionalities and make it easier to understand how to use the it.
Support
If you have any questions, need help or find a bug, feel free to:
Contact me via email: paulemiltorreiter@gmail.com
Or leave a comment on the marketplace listing.
The documentation already covers all core concepts and workflows, but I will continue to expand it over time.