Thanks Fritz, that's all really helpful. I'm using standard renderer
It's surprisingly unintuitive how difficult this setup is. Not having immediate access to furthest point makes sense to me though.
Fresnel+falloff shaders seem intuitively similar/simple, though obviously those are normal orientation/not spatial calculations
I even wondered if there could be some trick with a flat UV projection perpendicular to camera orientation, though that seems extremely clunky, also like the fields solution a bit tied to geometry density?
Anyway, still curious for most elegant solution to this! Not crucial to my workflow, just an idea that's bothered me for a bit