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Movement speed determines the transparency of the ghost. The faster it is, the more visible it is. Ghosts also has a minimum distance needed to see them, meaning for very very slow ghosts, they are practically nearly invisible until they are almost in arms reach of which you can see them clearly.
A way to show this is dust animations, the slower heavier steps of a ghost can cause tiny dust effect on the ground where it is dusty, but this will not work if it is raining or snowing due to the humidity.
For ghost photos, instead of trying to take pictures right as it becomes visible, it should be more about image stability.
You standing still can take a better quality picture, than moving around, which drops the quality and can negate it's count towards the ghost photo.
This means it's a game of courage to stand and wait for the ghost to get very close so you can take the best 'visible' spectrum of the ghost for the best reward (and maybe die while doing it).
When you successfully take a perfect ghost photo (at almost point blank), you stun and cause a unique animation for the ghost, where it is blinded by the camera flash, causing it to not be able to harm you for 2 seconds while it stands covering it's eyes. At any other ranges further than point blank, it'll just cover it's eyes for 2 seconds but still wander to your location, hence can kill you, but can't see you for that 2 seconds.
Give salt more use, when a ghost steps on salt, it becomes a bit more visible in pitch darkness for 15 seconds. When it steps on salt during a hunt, it makes it easier to see it at a longer minimum distance for that 15 seconds. The best quality of salt uses the highest duration and for the best visibility.