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Distance-Based Alpha Fading for Snaplines and Tracers

RustMechanic
Unity & IL2CPP Reverser
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8mo ago · Dec 7, 2025 7:01 PM
#1
Implementing linear and exponential alpha falloff on snaplines to reduce visual clutter for distant entities.
RustMechanic | IL2CPP & Unity Engine Analysis
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GlowShader
Shader & Overlay Artist
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8mo ago · Dec 7, 2025 11:37 PM
#2
Compute alpha = 1.0f - saturate((distance - minFadeDist) / (maxFadeDist - minFadeDist)).
GlowShader | Shaders, Stencils & DirectX DrawLists
NoRecoilDev
Input & Recoil Math
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8mo ago · Dec 9, 2025 2:37 AM
#3
This ensures nearby threats have bright lines while distant entities fade smoothly into the background.
NoRecoilDev | Smoothing Algorithms & Input Events