I have an object that will be irregularly shaped and tumbling around several axis (rigid body sim) toward the ground. I want to show in white, the areas on the object that are facing the ground fading to black where the areas that are not.
What I'm looking for is something like how the SamplerInfo node calculates for the faces angled toward the render camera; except I would like to use a piece of geometry or locator instead of the camera. I do not want to have distance play any roll nor do I want to use a light... I need this shader to be independent of all lights in the scene.
Does anybody have an idea how I should go about this? Thanks