Did you try connecting to a Power node as to control the sharpness of the falloff? Either that, or try a Clamp node and see which one suits your needs better. Forgot to mention, you do this to the Z-Mask nodes before connecting to the Lerp Alpha.
Hmm, in that case, I would most likely either try a Position/Eye Vector node or Fresnel node, I'm not exactly sure how you would be able to limit to the lower edges of the projection.
What I did (for a different purpose) was to basically remap the entire range to a smaller value range (works a bit like levels, I guess). It's a couple more nodes than you have, but it's also [arguably] more predictable to control. Basically it'll take your image and remap 0-1 to Min-1. (The Constant clamp node is 0-1).…
funky.. you're not actually using the model's normal map to control the deposits. easy to plug that in later anyway. I spent some time last night chasing down a solution.. got a few close things, but nothing that worked exactly right. I have a similar desposit example shader made up, but I was using an IF based threshold…
Basically I am trying to project a texture onto a mesh based on world space.. which works fine. I'm able to add by a negative constant to control how much of the texture is projected onto the up-facing geometry normals, and multiplying by a constant controls how intense the effect is. The problem I'm trying to solve is how…