Thank you to anyone who responds.
Originally I was following this https://cyn-prod.com/stylized-paint-shader-breakdown to attempt to create rim erosion. So far I have it as view aligned but it's not achieving the same effect that I wanted, which is the rim offset no matter what angle you're viewing from, as shown with the cube image. Inside the blue outlines should be the rim offset.
Another person also told me that there's going to be issues with using vertices to calculate these types of things (specifically with complex geometry) so I was wondering if there's a different way. From my understanding, you'd still want the calculation for the fresnel, but I'm not sure if you should be using something to replace Camera Vector and/or VertexNormalWS to find the dot product.
I am also very sure that using vertex colors actually don't lower the calculation cost compared to just using the vertex normal world space. You'd have to convert the vertex colors to the vertex normal world space anyways. Probably making a normal map would give you more control then.
https://youtu.be/s8N00rjil_4?si=lRUHRI9JQ75s9skm&t=330
In this video, I'll go over a surprisingly simple way to make your 3D renders feel like a painting. I do it by painting over Object Space Normal Maps, which is not as scary as it sounds. This technique allows us to capture the feeling of a 2D painting while maintaining the flexibility of 3D.
I used Blender, Substance Painter, Substance Designe...