Blenders cavity shader is beautiful and helpful in clarifying forms to the eye. Plasticity would really benefit from this, especially when viewing without wireframe. I think it would be a nice in both matcap and render views. I looked into how this might be implemented and found this lovely shader https://madebyevan.com/shaders/curvature/ // License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/) #extension GL_OES_standard_derivatives : enable varying vec3 normal; varying vec3 vertex; void main() { vec3 n = normalize(normal); // Compute curvature vec3 dx = dFdx(n); vec3 dy = dFdy(n); vec3 xneg = n - dx; vec3 xpos = n + dx; vec3 yneg = n - dy; vec3 ypos = n + dy; float depth = length(vertex); float curvature = (cross(xneg, xpos).y - cross(yneg, ypos).x) * 4.0 / depth; // Compute surface properties vec3 light = vec3(0.0); vec3 ambient = vec3(curvature + 0.5); vec3 diffuse = vec3(0.0); vec3 specular = vec3(0.0); float shininess = 0.0; // Compute final color float cosAngle = dot(n, light); gl_FragColor.rgb = ambient + diffuse * max(0.0, cosAngle) + specular * pow(max(0.0, cosAngle), shininess); }