Nah, man. We're talking about Ambient Occlusion Fresnel I thought? xD Page 38 to 40? float aoFadeTerm = saturate(dot(vertexNormalWS, viewWS)); ao = lerp(1.0, ao, aoFadeTerm); Microshadow looks pretty dope though, I bet you could do that in UE4 aswell. Didn't mean to start answering questions about others stuff, sorry…