I'd like to implement a Fog of War within my isometric game (it's an RTS). It should allow buildings, terrain, etc. to be visible through it, but units that are within the Fog should not be visible at all.
On a Unity forum thread, the suggested implementation was to put a 'fog layer' above all the isometric objects and change the opacity value for circular areas where the Fog of War should not be drawn (where the Player's units are).
Would this be possible to do in Wade? I could control whether units are shown within the Fog by setting their SceneObject visibility to false when they are outside the visible zones.
However, I don't have experience working with shaders. I've looked at the shader video tutorial, but I'm still not sure whether I can make a custom shader that A) only attempts to draw the fog that is visible, and B) allows me to change the opacity in circular/elliptical regions where I want to remove the Fog.
What could I do to implement something like this?