bcp de characters
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shader_type spatial;
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render_mode blend_mix, depth_draw_always, cull_disabled;
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uniform sampler2D texture_albedo : source_color;
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uniform float fade_distance : hint_range(0.0, 10) = 1.0;
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uniform vec4 fade_color : source_color = vec4(0.2, 0.5, 1.0, 0.4);
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uniform float object_dist_to_camera = 10.0; // updated from script every frame
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void fragment() {
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vec4 tex_color = texture(texture_albedo, UV);
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float t = smoothstep(0.0, fade_distance, object_dist_to_camera);
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ALBEDO = mix(fade_color.rgb, tex_color.rgb, t);
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ALPHA = mix(fade_color.a, tex_color.a, t);
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}
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