You can use world space to fade your character.
The object space (or object coordinate system) is specific to each game object; however, all game objects are transformed into one common coordinate system — the world space.
If a game object is put directly into the world space, the object-to-world transformation is specified by the Transform component of the game object.
https://en.wikibooks.org/wiki/Cg_Programming/Unity/Shading_in_World_Space
Fading by world space

Shader "Smkgames/worldSpaceFade" { Properties{ _Size("Size",Vector) = (2,2,0,0) } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag struct vertexInput { float4 vertex : POSITION; }; struct vertexOutput { float4 pos : SV_POSITION; float4 position_in_world_space : TEXCOORD0; }; vertexOutput vert(vertexInput input) { vertexOutput output; output.pos = UnityObjectToClipPos(input.vertex); output.position_in_world_space = mul(unity_ObjectToWorld, input.vertex); return output; } float2 _Size; float4 frag(vertexOutput input) : COLOR { float3 world = input.position_in_world_space; float4 equation = pow(world.x/_Size.x,8) + pow(world.z/_Size.y,8); return smoothstep(1,0,equation); } ENDCG } } }
Surface Shader
After understanding world space we can use it in our surface shader:

Shader "Smkgames/worldSpaceFade" { Properties { _Size("Size",Vector) = (2,2,0,0) _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} Pass { ZWrite On ColorMask 0 } LOD 200 CGPROGRAM #pragma surface surf Standard fullforwardshadows alpha:fade #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; float3 worldPos: TEXCOORD2; }; half _Glossiness; half _Metallic; fixed4 _Color; float2 _Size; void vert (inout appdata_full v, out Input o){ UNITY_INITIALIZE_OUTPUT(Input,o); o.worldPos = mul(unity_ObjectToWorld, v.vertex); } UNITY_INSTANCING_BUFFER_START(Props) UNITY_INSTANCING_BUFFER_END(Props) void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; float4 equation = pow(IN.worldPos.x/_Size.x,8) + pow(IN.worldPos.z/_Size.y,8); o.Albedo = c.rgb; o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = smoothstep(1,0,equation); } ENDCG } FallBack "Diffuse" }