 So you have awesome boosters, but you don't like how visible the edges of your 3d objects look, not a problem. Real quick, I learned how to do this from UNF Games. So definitely check out his channel if you want to see a more longer explanation. But assuming that you followed my last tutorial, you should end up right here. From this point, add a camera vector, vertex normals, dot product, abs power, hold three and left click to get a constant node, a clamp node, a depth fade node, then hold M and left click to get three multiply nodes, and then drag them all together like so. Set clamp max to one, set constant to three, 10 and 10, and opacity to something like nine. You're done. The sharpness of the edges now controlled with the X variable here. The smaller the number, the sharper the edges, and the main visibility strength of the color is controlled with opacity. So the smaller it is, the harder it is to see, the larger it is, the more prominent the texture becomes. Hope that helps and as always hope you have a fantastic day and I'll see you around.