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Distance-Based Alpha Fading for Snaplines and Tracers (Part 2)

MatrixRecon
3D Math & Vectors
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12mo ago · Aug 22, 2025 9:53 AM
#1
Implementing linear and exponential alpha falloff on snaplines to reduce visual clutter for distant entities.
MatrixRecon · 3D Mathematics & View Matrix Calculations
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RustMechanic
Unity & IL2CPP Reverser
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12mo ago · Aug 22, 2025 1:34 PM
#2
Compute alpha = 1.0f - saturate((distance - minFadeDist) / (maxFadeDist - minFadeDist)).
RustMechanic | IL2CPP & Unity Engine Analysis
KernelDiver
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12mo ago · Aug 22, 2025 5:34 PM
#3
This ensures nearby threats have bright lines while distant entities fade smoothly into the background.
KernelDiver · Windows Internals & Page Tables