EDIT: Because this system is now available in the Asset Store, I have created a new thread in the Asset Store forum: http://forum.unity3d.com/threads/released-gpu-line-of-sight.257324/ As a challenge I started working on a 3D line of sight / field of view system. It relies mostly on the GPU and uses a technique very similar to (deferred) shadow mapping in addition to some custom post processing effects, shaders and scripts. It's a lot faster than most other techniques which are CPU intensive and use dynamic meshes and raycasting to determine which area is in view. This system works in both deferred and forward rendering, supports an unlimited amount of sources (technically atleast) and allows you to easily change and control the image effects applied to the area outside of the line of sight. Things I still want to add are support for othographic projection and culling of the line of sight sources when they're off screen. Webplayer version: https://dl.dropboxusercontent.com/u/12467343/LOS/index.html Controls: Move with arrows or wasd Look by orbiting mouse around character Place a camera with LMB Let me know what you think!