I make a game where the field of vision plays a big role in the gameplay. I have created a field of view script that takes an empty game object and uses it to hide everything outside of the FOV. I try to shade everything outside. I was thinking of doing it with a plane which is only a transparent black, and using the same code which already makes that the fov object has just drilled a hole in the mesh, but I didn’t have no idea how to do this. Does anyone here have a contribution? The code I am using is

```
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
// Problem: pod možijem se mesh rendera, origin point ne štima.
public class FieldOfView : MonoBehaviour {
public float viewRadius;
(Range(0,360))
public float viewAngle;
public Transform spawnPos;
public LayerMask targetMask;
public LayerMask obstacleMask;
(HideInInspector)
public List visibleTargets = new List();
public float meshResolution;
public int edgeResolveIterations;
public float edgeDstThreshold;
public MeshFilter viewMeshFilter;
Mesh viewMesh;
void Start() {
viewMesh = new Mesh ();
viewMesh.name = "View Mesh";
viewMeshFilter.mesh = viewMesh;
StartCoroutine ("FindTargetsWithDelay", .2f);
}
IEnumerator FindTargetsWithDelay(float delay) {
while (true) {
yield return new WaitForSeconds (delay);
FindVisibleTargets ();
}
}
void LateUpdate() {
DrawFieldOfView ();
}
void FindVisibleTargets() {
visibleTargets.Clear ();
Collider() targetsInViewRadius = Physics.OverlapSphere (transform.position, viewRadius, targetMask);
for (int i = 0; i < targetsInViewRadius.Length; i++) {
Transform target = targetsInViewRadius (i).transform;
Vector3 dirToTarget = (target.position - transform.position).normalized;
if (Vector3.Angle (transform.forward, dirToTarget) < viewAngle / 2) {
float dstToTarget = Vector3.Distance (transform.position, target.position);
if (!Physics.Raycast (transform.position, dirToTarget, dstToTarget, obstacleMask)) {
visibleTargets.Add (target);
}
}
}
}
void DrawFieldOfView() {
int stepCount = Mathf.RoundToInt(viewAngle * meshResolution);
float stepAngleSize = viewAngle / stepCount;
List viewPoints = new List ();
ViewCastInfo oldViewCast = new ViewCastInfo ();
for (int i = 0; i <= stepCount; i++) {
float angle = transform.eulerAngles.y - viewAngle / 2 + stepAngleSize * i;
ViewCastInfo newViewCast = ViewCast (angle);
if (i > 0) {
bool edgeDstThresholdExceeded = Mathf.Abs (oldViewCast.dst - newViewCast.dst) > edgeDstThreshold;
if (oldViewCast.hit != newViewCast.hit || (oldViewCast.hit && newViewCast.hit && edgeDstThresholdExceeded)) {
EdgeInfo edge = FindEdge (oldViewCast, newViewCast);
if (edge.pointA != Vector3.zero) {
viewPoints.Add (edge.pointA);
}
if (edge.pointB != Vector3.zero) {
viewPoints.Add (edge.pointB);
}
}
}
viewPoints.Add (newViewCast.point);
oldViewCast = newViewCast;
}
int vertexCount = viewPoints.Count + 1;
Vector3() vertices = new Vector3(vertexCount);
int() triangles = new int((vertexCount-2) * 3);
vertices (0) = Vector3.zero;
for (int i = 0; i < vertexCount - 1; i++) {
vertices (i + 1) = transform.InverseTransformPoint(viewPoints (i));
if (i < vertexCount - 2) {
triangles (i * 3) = 0;
triangles (i * 3 + 1) = i + 1;
triangles (i * 3 + 2) = i + 2;
}
}
viewMesh.Clear ();
viewMesh.vertices = vertices;
viewMesh.triangles = triangles;
viewMesh.RecalculateNormals ();
}
EdgeInfo FindEdge(ViewCastInfo minViewCast, ViewCastInfo maxViewCast) {
float minAngle = minViewCast.angle;
float maxAngle = maxViewCast.angle;
Vector3 minPoint = Vector3.zero;
Vector3 maxPoint = Vector3.zero;
for (int i = 0; i < edgeResolveIterations; i++) {
float angle = (minAngle + maxAngle) / 2;
ViewCastInfo newViewCast = ViewCast (angle);
bool edgeDstThresholdExceeded = Mathf.Abs (minViewCast.dst - newViewCast.dst) > edgeDstThreshold;
if (newViewCast.hit == minViewCast.hit && !edgeDstThresholdExceeded) {
minAngle = angle;
minPoint = newViewCast.point;
} else {
maxAngle = angle;
maxPoint = newViewCast.point;
}
}
return new EdgeInfo (minPoint, maxPoint);
}
ViewCastInfo ViewCast(float globalAngle) {
Vector3 dir = DirFromAngle (globalAngle, true);
RaycastHit hit;
if (Physics.Raycast (transform.position, dir, out hit, viewRadius, obstacleMask)) {
return new ViewCastInfo (true, hit.point, hit.distance, globalAngle);
} else {
return new ViewCastInfo (false, transform.position + dir * viewRadius, viewRadius, globalAngle);
}
}
public Vector3 DirFromAngle(float angleInDegrees, bool angleIsGlobal) {
if (!angleIsGlobal) {
angleInDegrees += transform.eulerAngles.y;
}
return new Vector3(Mathf.Sin(angleInDegrees * Mathf.Deg2Rad),0,Mathf.Cos(angleInDegrees * Mathf.Deg2Rad));
}
public struct ViewCastInfo {
public bool hit;
public Vector3 point;
public float dst;
public float angle;
public ViewCastInfo(bool _hit, Vector3 _point, float _dst, float _angle) {
hit = _hit;
point = _point;
dst = _dst;
angle = _angle;
}
}
public struct EdgeInfo {
public Vector3 pointA;
public Vector3 pointB;
public EdgeInfo(Vector3 _pointA, Vector3 _pointB) {
pointA = _pointA;
pointB = _pointB;
}
}
}
```

Thank you.

B.