-Version 1.7 comes with a lot of new shaders such as Particles Standard and Standard (roughness) -New 3D mode: Use this simplified version to make Fog work on all 3 axis. This is very useful whne making a game such as “Planetary Annihilation” or “Supreme Commander”. -Fog of War Entity replaces the example unit. Put this component on a GameObject to turn it into a revealer. Update 1.6
-Smarter Shaders: Shaders now require less code and are organized smarter resulting in easier to read code and fewer shaders.
-Added the possibility to add multiple Hard Blocker ID’s. on multiple patches simultaniously. That is a handy feature for Building placement. Also possible to use in the editor.
-Reveal masks: Now every Faction can reveal multiple factions. This makes it much easier to set up observers and teams etc.
-Performance optimizations: The solver and theeditor should perform much better.
-A new version of the Standard Shader is now available and can be used with FoW and Horizontal games
-The Grid can now be scaled to cahnge its density
-The Origin of the Terrain/ Canvas can now be changed
-You can now create vertical games like platformers using sprites or any other geometry.
-Vision modifiers (aka tall grass from LoL and Dota). You can now define patches to be a Vision modifier that will block your vision if not standing inside.
-Additional debug options
-It is now possible to edit the resistence Map inside the editor
-It is now possible to calculate the visibility for all factions simultaniously. This enables the usage of servers (instead of P2P).
-Save and Load a FogMap state to recreate a savegame exactely.
-Fixed some bugs in the Terrain Shaders.
-Improved the FoV solver.