Taking the edge off...

So this is a quick one as It's a busy time with lots of game stuff happening.

However, I recently spent some time in Unreal and Substance painter trying to get a nice soft edge to my materials to fit in with the current game art style.

After trying out ambient occlusion maps and reducing normal map intensity, I found this little gem.

Really simple and quick solution but works well enough.

Use a Fresnel node with a scalable parameter and a pixel Normal WS expression.

Lovely stuff.


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