Creating a dust layer in the material editor

I came across this tutorial and was wondering if it is possible to translate this workflow in the Material Editor, namely, getting the normal and facing information to create a mask.

This should do the trick -


Get the upward facing normals of the mesh by revealing just the blue channel of the PixelNormalWS node, and then clamping from 0 to 1 to get rid of negative values which would put the dust on the bottom of the mesh as well.

The power node is useful for controlling the crispness of the falloff.

Thank you! I’ll try it out as soon as I can!