Repurposing the Environmental Interaction render texture camera to create a Fog of War effect.
The G channel is "full fog" (unexplored areas), and the R channel is "semi fog" (explored, but currently unobserved areas). You can mark areas as covered by the fog using the special Fog of War Quads that exist in the FogObjects layer.
The terrain shader samples from this to become desaturated and hidden in the fog areas, and the enemy shader samples from this to do a dissolve fade.
Those are just quick examples of how you can use a top down render texture to mask shaders for various effects - there's a FogOFWarSampler shader function that lets you sample render texture - I'm sure there are other more interesting ways to apply the mask to create more exciting Fog of War effects.
If the effect isn't working when you import it, make sure that you're using a FogObjects layer - all the Fog Objects should be in a layer that corresponds to the Culling Mask of the "FogTopDownCamera" camera, which should also a layer excluded from the Culling Mask of the primary camera.