Hello ! I'm currently working on a "fog of war" material : the standard material + a texture to keep track of once-lit areas, and display them later event if they are not illuminated (because of the standard lighting model or shadowgenerator). It would produce the ~same effect as classical real-time strategy games FoW,(with a moving light revealing the model) but based on actual lighting and on arbitrary UV-unwrapped models. However, I can't figure out how to write to a texture : when the shader gl_FragColor rgb component would be different from (0,0,0), it must modify the corresponding point on texture. From what I found, Babylon.js' DynamicTexture can be altered from the js part (as an HTML canvas), and I should rather use a Framebuffer Object, but I don't understand how to create and manage it from Babylon. Sorry if this is a really noob question, any clue or thought is welcome. Thanks for reading this :-)