Clouds Of War – Volumetric Fog of War
Built with performance in mind. CloudsOfWar uses GPU-accelerated reveal processing, making it suitable for strategy games ... CloudsOfWar is designed for top-down RTS and strategy games.
by Giant Grey
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Bring your battlefield to life.
CloudsOfWar brings beautiful volumetric Fog of War to your Unity strategy games. Instead of a flat overlay, your world is covered in atmospheric clouds that move and reveal the terrain as your units explore.
Designed for RTS and top-down games, CloudsOfWar combines beautiful visuals with fast GPU-powered reveals and a flexible visibility system that's easy to integrate into your project.
Features
- Volumetric Fog of War: Cover your world in atmospheric clouds with customizable appearance, height, and reveal transitions.
- GPU-Powered Reveals: Efficiently reveal terrain around moving units, even with large numbers of revealers.
- Two Visibility Modes: Choose between simple Hidden/Visible behavior or three-state Hidden/Explored/Visible visibility.
- Persistent Exploration: Remember areas your units have already discovered.
- Automatic Object Visibility: Hide enemies and other objects when they're outside the player's current vision.
- Gameplay Visibility Detection: Check whether a position is visible or has already been explored.
- Easy to Customize: Adjust fog appearance, reveal radius, visibility settings, and performance directly in the Unity Inspector.
- Ready-to-Use Examples: Includes three demo scenes, a showcase environment, and comprehensive documentation.
Made for your game.
Getting started is straightforward. Add the fog system to your scene, attach revealers to your units, and watch the clouds clear as they explore.
Want enemies to disappear when they're no longer visible? Simply add a Visibility Target component.
You can also choose whether explored terrain remains visible or becomes covered by fog again.
No complicated gameplay framework required.
Built with performance in mind.
CloudsOfWar uses GPU-accelerated reveal processing, making it suitable for strategy games with many moving units.
Reveal updates are optimized and spread across frames to keep processing efficient. Gameplay visibility checks use shared, asynchronously updated data rather than requiring a separate GPU readback for every object.
Performance depends on your scene and hardware, but CloudsOfWar includes settings to help balance visual quality and processing cost.
Requirements
- Unity 6 with Universal Render Pipeline (URP).
- Compute-shader-capable graphics hardware.
- Currently validated on Windows with Direct3D 11 and 12.
CloudsOfWar is designed for top-down RTS and strategy games. It uses circular reveal areas and does not currently provide terrain-based line-of-sight occlusion or separate visibility maps for multiple teams.
What's included?
- CloudsOfWar system, revealer, and visibility target components.
- Volumetric fog shader and GPU reveal system.
- Custom UI Toolkit inspectors.
- Pinewatch showcase scene.
- Two additional visibility demo scenes.
- Interactive examples.
- Offline documentation with tutorials and API examples.