Add distance fade to his shader

Hey ,
i am new to shades and wanted to create a wall ,that renders a only the part close to the player .
I found what i wanted from this Question : rendering part of a ghost when my player passes close to it - Questions & Answers - Unity Discussions

But other that a outline color i want to fade the texture away at the edges so that i get a type of feather effect.

How do i modify the code to archive this ?

Shader :

 Shader "Custom/Proximity" {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {} // Regular object texture 
         _PlayerPosition ("Player Position", vector) = (0,0,0,0) // The location of the player - will be set by script
           _VisibleDistance ("Visibility Distance", float) = 10.0 // How close does the player have to be to make object visible
           _OutlineWidth ("Outline Width", float) = 3.0 // Used to add an outline around visible area a la Mario Galaxy - http://www.youtube.com/watch?v=91raP59am9U
           _OutlineColour ("Outline Colour", color) = (1.0,1.0,0.0,1.0) // Colour of the outline
     }
     SubShader {
         Tags { "RenderType"="Transparent" "Queue"="Transparent"}
         Pass {
         Blend SrcAlpha OneMinusSrcAlpha
         LOD 200
     
         CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
 
         // Access the shaderlab properties
         uniform sampler2D _MainTex;
         uniform float4 _PlayerPosition;
         uniform float _VisibleDistance;
         uniform float _OutlineWidth;
         uniform fixed4 _OutlineColour;
         
         // Input to vertex shader
         struct vertexInput {
             float4 vertex : POSITION;
             float4 texcoord : TEXCOORD0;
          };
         // Input to fragment shader
          struct vertexOutput {
             float4 pos : SV_POSITION;
             float4 position_in_world_space : TEXCOORD0;
             float4 tex : TEXCOORD1;
          };
          
          // VERTEX SHADER
          vertexOutput vert(vertexInput input) 
          {
             vertexOutput output; 
             output.pos =  mul(UNITY_MATRIX_MVP, input.vertex);
             output.position_in_world_space = mul(unity_ObjectToWorld, input.vertex);
             output.tex = input.texcoord;
             return output;
          }
  
          // FRAGMENT SHADER
         float4 frag(vertexOutput input) : COLOR 
         {
             // Calculate distance to player position
             float dist = distance(input.position_in_world_space, _PlayerPosition);
  
              // Return appropriate colour
             if (dist < _VisibleDistance) {
                return tex2D(_MainTex, float4(input.tex)); // Visible
             }
             else if (dist < _VisibleDistance + _OutlineWidth) {
                 return _OutlineColour; // Edge of visible range
             }
             else {
                 float4 tex = tex2D(_MainTex, float4(input.tex)); // Outside visible range
                 tex.a = 0;
                 return tex;

             }
          }
 
         ENDCG
         }
     } 
     //FallBack "Diffuse"
 }

The _PlayerPosition is given to shade by this code :

using UnityEngine;
using System.Collections;
     
public class ProximityXray : MonoBehaviour {
     
    public Transform player;
    Renderer render;
     
    void Start () {
     
        render = gameObject.GetComponent<Renderer>();
     
    }
         
    void Update () {
     
        render.sharedMaterial.SetVector("_PlayerPosition", player.position);
     
    } 
}

Thanks

if (dist < _VisibleDistance) {
return tex2D(_MainTex, float4(input.tex));

You can adjust the Alpha value (transparency) of the color returned by tex2D. eg:

color=  tex2D(_MainTex, float4(input.tex));
color.a = 1- (dist/_VisibleDistance);  //set color alpha 
return color;

In this example we set the opacity using the distance as fraction of the _VisibleDistance. An alpha result of 0 means completely transparent, a value of 1 mean completely opaque: which is why we subtract from 1. You will probably want to adjust this formula somewhat, so it doesn’t start fading until some minimum distance.