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I am creating an object that I want to be transparent in a specific direction considering the object normals, but Blender gives me transparency considering only global parameters. I think it explains better with the sketch below.

enter image description here

This is how my Shader Editor currently looks

enter image description here

I've been thinking about using UVs or even weight maps to tell Blender where I want the transparency to start from, but can't get around how to do that

Can I get some help?

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