Opacity fade faces heavily stretched by World Displacement

I am using an animated depth map to displace a tessellated surface very heavily. Around the edges of my heavily displaced surface I have very stretched polygons. I’d like to dynamically make polygons that are heavily stretched to have zero alpha, and as they are stretched less fade back into visibility.

Is there a way to read stretched a polygon has been displaced and output that as something that could be multiplied into an alpha?

Can you provide some screenshots of stretched polygons and surface itself?

:

Well, you can try to use depth map as opacity mask in masked material, to hide stretched polys, or make opacity by extruded depth.

1st way you simply get depth map, make some math operations like clamp, power, ceil, etc, to adjust black areas, and plug this to opacity mask.

2nd works like global clip plane - get world position, make it dot with direction vector, which must equal to object rotation.