Using fog to limit view distance?

You could make a postprocess material that reads out the depth buffer. I tried it a little bit, but I could not get a nice fall-off. The best I could get was actually a subtract, but that led to color-distorions.

I used: Emissive-Color = SceneTexture:PostProcessInput0-clamp(SceneTexture:SceneDepth*1e-6,0,1)

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