Some possible implementations of 'Fog of War'. Both of them based on screen space infomation to generate Fog of War, and both of them are runnable on mobile device.
Using Unity 2019.1.4f1, should worked in other version of Unity.
SDF's resolution recommend 128x128 or 256x256, and Grid is recommened 32x32 or 64x64
Implementation detail about these could be find here
Using JFA to real-time generating Signed Distance Field Texture, and RayMarching to calculate the 2d fog of war.
Using CPU to rayCast a pregenerate mapTexture, and fill a FOW texture.
const char* 官某某 = "Bingo";
std::string 个人博客 = "http://bentleyblanks.github.io";