Within a material how can I get the Z-Axis angle of each triangle in the mesh

What I am working on is a material for a mountain. So I want the snow to have a depth of the snow to look like it is more melted on one side. I have a texture that is the height of the mesh that I am using.

Sounds like you’re referring to the surface normal…

VertexNormalWS → Mask the B (Z-axis) channel. You can feed this to a LERP to muck with the floor/ceiling, make sure to saturate. Use this as an alpha for another LERP/material-blend; etc; etc

You can do the same thing with the PixelNormalWS as well, or just sample from the normal map.