Moving units through the fog of a forest map and encountering some enemies. Enemies located outside friendly unit(s) fog radius are not visually rendered
An overhead view of the of the punched out region of fog sampled from a render target
Render targets for the initial overhead capture of the terrain (done one single time, used to tint the fog), and the real-time position of a single player unit (done asynchronously on the GPU and used to punch out the fog density).
The custom fog of war actor that is added to each map, the default or custom data asset that the fog actor reads from, and material instance parameters for controlling fog visuals.