man'o'mule: The fresnel term is really a 0-1 range based on the camera to surface normal dot product I think the math goes: (((LookDirection dot Surface normal ) *-1) +1) ^FresnelStrength Which, if applied to specularity or diffuse, makes pixels brighter the closer they are to being perpendicular to the camera's look…
It's hard to tell from that youtube clip, but it looks like they're using a multiply blend mode. Subtractive blending can do some neat stuff too, depending on the look you're going for. If I were going to make a 'smokey' character shader, I'd start with some kind of inverse fresnel on the whole guy (so you have interesting…