Hello, was wondering if there is a way to do fog with multiple colours including alpha channel based on screen Z depth that can be dynamically controlled via gds or cpp? The current fog implementation in the WorldEnvironment node seems very limiting as it does not provide alpha or any colour options between the beginning and end. It's fairly strait forward to do this in a render but for Godot I'm not entirely sure, I'm guessing it can be done with nodes as a custom screen space shader. For clarification there is a video that demonstrates what I'm talking about, skip to 12:30 to see the fog example.
<iframe width="1280" height="720" src="https://www.youtube.com/embed/ZYnS3kKTcGg" frameborder="0" allowfullscreen></iframe>
I'm a big fan of lighting so would love to work with this. Perhaps we will have better options on Godot 3?