While Fresnel brick is the correct idea, the Fresnel brick in Shader Mixer is not newbie friendly (where do I plug the output vectors?). I’d use the Lighting/Diffuse/Diffuse brick instead. If you have a main light coming from the camera position and leave the default colour on it (white) you’ll get as a result of the brick, the cosine of the angle between camera and surface reflection angle, i.e. 1 (AKA white) if surface is pointing towards camera, and 0 or black if surface is orthogonal to camera ray.