A WIP of a object geometry pointiness function. It's not really perfect, as it doesn't deal in angle intersection, but works fairly well for simple XYZ axis intersection. It has issues with perfectly tight angles though (like no cube smooth boundary), so gotta have at least a little boundary.
If you know ways to improve it, I would love to see.
Definitely doesn't work how I'd like on complicated objects, unfortunately. But still an interesting look. Relies heavily on subdivision of faces (considering their angles).
It does however have serious potential as a natural-like mask for terrain shading. Using Get Normal instead of Get Normal in Geometry here.
The latter is very interesting, good find! Sort of displacement intersection. Perhaps the hidden formula for that is exactly this ;)