With the development of the game, many technologies on the PC gradually moved to the mobile phone platform, including the fog of war. Due to the performance limitations of mobile phones, the large amount of real-time computing and dynamic vision required for war fog often does not work well on mobile phones.
In order to meet the mobile fog on the mobile phone, it is necessary to do a lot of pre-baking work and optimization for specific games, which is not convenient for many developers.
In order to make it easy for most people to use the fog of war, I put the fog calculation and fog boundary blur into the child thread by sacrificing some real-time and taking full advantage of multi-threading. This approach dramatically increases the game frame rate. At the same time, I abstract these modules into a single component, so that developers can easily add the fog of war to their own games.