I'm wondering how I would use a shader to detect (proximity to) the edges of a mesh. I know I could use a post-processing shader to acheive this, but since I'm just trying to create a procedural material and not a visual effect, I feel like it's a little overkill.
I've been looking for options to the effect of getting the derivative of the mesh normal (which would (maybe?) be the ideal solution), but I haven't found anything so far.
I feel like there might be something obvious I'm missing here, but I can't think of it.