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Dithered distance fade for camera occluders

In your harnessGodot shaderMIT

Fade an opaque mesh without transparency sorting: pixels are discarded against a 4 x 4 Bayer threshold pattern as the object comes close to the camera or as a fade uniform drops, so walls and props in front of the camera become see-through.

Render of Dithered distance fade for camera occluders
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

Shader type
spatial
Parameters
albedo (vec4 = 0.55, 0.6, 0.68, 1), roughness (float = 0.7), fade (float = 1), near_distance (float = 1), far_distance (float = 2.6), dither_scale (float = 1), use_distance (bool = yes)
Result
Pillars near the camera break into a regular dot pattern you can see through, solid further away.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/screen_door_fade/

Limits. The pattern is visible as a grid at low resolutions and flickers with temporal anti-aliasing off; with TAA or FSR it smooths out. Shadows use the shadow camera's distance, not the main camera's, so a faded object can still cast a full shadow.

Details

Kind
Godot shader
Engine
Godot 4.3 or later
Files
11 files, 57.3 KB
Licence
MIT
Declared effects
reads files, runs commands
Checked with
Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
Checks
contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
Techniques
Ordered dithering with a 4 x 4 Bayer matrix, Alpha-tested screen-door transparency, Camera distance fade
Tags
godot shader, spatial, dither, screen door, fade, occlusion, bayer
Identity
library.supply.creative_originals.53db005ac36799549fe0a7ea.e47d092fa78ce4cc
Version
e47d092fa78ce4cc924b6ad7d02d0d34537176d4ccb65c7a1829e797145159b3

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

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