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not bad for an evening's work - still a few kinks to iron out but I feel like i've improved the implementation of the fade a lot since I last attempted that kinda thing. Will continue posting progress as I go and probably do a bigger breakdown once i've landed on something good!

the general gist: - Make a nice radial gradient in screenspace and offset it to center on the player's position > - only include pixels in the gradient if they're further away from the camera than the player pos* > - save it as a material function that any material can use in it's alpha mask!

*it's important to FLATTEN the height of your position values for the distance comparison, otherwise pixels on surfaces that are *higher* will technically be considered close enough to the camera to not be culled

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