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Material With Automated Multiply At Edges

I made a stone material, it looks decent but is there a way I can make the wall texture multiply a color 3 vector at edges only like having edges much more white and bright, giving the feel that it is chipping away, the only way I can think of is a special texture set up and edited in Photoshop after mapping it to a UV map, but is there an automated method for that, so I don’t have texture for each model with that material???

Thank you for taking the time to read this.

Normally you’d have a curvature texture/mask and lerp in your mult with the mask as the alpha. Most tools like substance Designer/Painter can generate their mask or perhaps you might get some traction from using the Precomputed AO Mask material function https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/ExpressionReference/Constant/index.html#precomputedaomask