While not as refined as the Depth Fade based on collision, you can take a Scene Texture Sample and divide by a sampling distance and use it as an alpha input in your LERP. Here is a sample setup:
thank you very much eric!
unfortunately this technique doesn’t create the desired effect.
a fading still only occurs on underlying geometry and won’t expand onto the mesh areas that are located in front of the background.
i pretty much believe an effect of this kind is currently not possible.
anyway, thank you for your help!
to explain the effect more precisely:
take an opaque object and place it into an object with a translucent material that is viewed in front of the sky/background.
the effect should be, that the opaque object fades out the intersecting translucent material. the falloff size should be described by a parameter.
could it be that such an effect is only possible, if taking the new introduced distance fields into account?
is there any chance to get access to this through the scene texture node and at the same time not necessarily making a post process material out of it?