Fog of war on grid

Godot Version

4.2

Hi, I would like to ask for some help/advice on how to tackle a shader concept for a fog of war.
In my current project I have a grid with Sprite2D’s as individual fog tiles overlapping my normal groundlayer tilemap. I have implemented some logic and a simple dissolve shader so that when the player moves to a tile, surrounding fog tiles will dissolve. My problem is that this looks very static, I don’t want the fog tiles to look like individual dissolving fogs, I rather have it look like a single bigger fog, like how Civilization 6 handles it’s fog of war.
I am not proficient with shaders at all and would like to know how i can tackle this. Could someone push me in the right direction? My only idea was to communicate the state of each surrounding tile to each dissolving tile so that the shader could calculate the ‘dissolving direction’, but this seems way too complicated for a problem this small.

Can you add some screenshots and possibly code if you think it’s needed so others or I can possibly help you out?

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I would try to modify a water shader because their are a lot of them water - Godot Shaders, and what you want is more alive fog that is basically gray water instead of blue water.
PSX Style Water Surface – Pixelation, Waves, Scrolling Textures - Godot Shaders
I would slow it down as fog clouds move more slowly then water