"Falloff" Material?

I’m trying to figure out how to replicate the “falloff” map in 3DS Max inside of Unreal for Base Color slot.

In Max, it lets assign colors to a material as it’s angle changes relative to the camera view- similar to a fresnel.
Basically, the part of the material that is facing the camera is one color and it’s side are another.

I tried plugging the fresnel function into my base color in UE4- no luck!

Any suggestions are greatly appreciated!

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