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Basically, I'm looking to simulate color falloff in water. The deeper the camera or object is, the darker the environment or that object appears to be. Towards the surface of water, you get the full color spectrum (red, green and blue light). The deeper you go, the less red light there will be This falloff is followed by green light, and is why objects deep in the water appear blue. Eventually blue light fades out too, making everything black.
How would I simulate this light falloff in Godot engine?
However, I thought of a rephrase of what I'm trying to do: I'm looking to have the players location modify the curve values in the procedural sky inspector. The further down you go, higher the "curve" in the ground menu gets. And, the opposite for the higher up you go. How can this be done?