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I've been trying to figure out how to create a sort of mist-like gradient based on how high or low any given area is. For example, an area closer to z=0.0 would have a different value than z=1234.2. Specifically I want to use this data in the compositor to create, say, a mist effect near the ground, or vice versa.

How might I accomplish this in v2.80?

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