The Fresnel effect is a real optical phenomenon — how much a surface like glass or water reflects changes with viewing angle. Shaders fake it with the dot product of the surface normal and the view direction: fresnel = pow(1.0 - dot(normal, viewDir), power). Near the silhouette edge, normal and view direction are nearly perpendicular, so the dot approaches 0 and fresnel approaches 1; head-on, the dot approaches 1 and fresnel approaches 0.
The exponent (power) in pow() controls how narrow and sharp that transition reads as a rim. The demo mixes a dark navy core color with a bright cyan rim color using this fresnel value, and ties alpha to it too so only the edge stays opaque — giving a hologram-like look.
There are physically accurate Fresnel formulas (Schlick’s approximation, etc.), but for UI and effects work this simplified pow() version reads convincingly enough.
When to use
Sci-fi effects like holograms and energy shields, or whenever a 3D object’s silhouette needs emphasis.