try taking a "object world position" node, and a "camera world position" node, and hooking them up to the distance node, which will output the distance as a scaler value, than you will need to divide it by a pretty large number to try and get it near 0 to 1. Than you can use this to drive a lerp between 2 different Fresnel…
I'm still a newb to some of the more mathy operations in UDK's Mat editor, and even though I'm aware of the camera shader nodes, I am still quite unsure on how to implement them. What I want to do here is increase the "reach" of the texturized linework around the sphere as the camera moves away. So if you get closer, the…
something like this for your Fresnel statement maybe. using worldSpace node instead of object world space could work too, and do it per pixel. you will have to play with the divider, and the exponets, i just tossed numbers in there.