If you are just interested in curvature - which is static on static models - why not bake it as a texture like we all do when applying paint/wear etc?
For morphing meshes its a bit harder, since it can’t be pre-bake.
You would really have to rewrite half the engine to do it. Parricularly because you can’t access individual vert data from a shader. And more to the case, there isn’t any built in way to tell how close one vert is to another at all form the shader side - or any engine side for that matter.
instead of loosing your mind like that. Cheat it.
bake the extreme pose curvature textures and lerp between them based on bone angle - kinda like they did for the digital human facial expression normal maps.
In fact, exactly the same concept, you just use 2 curvature maps to derive the somewhat correct approximation.
No idea how that’ll look for you, but if the intention is to increase wear/tear on the shader when a metal bar bends, this should work perfect…