The shaders in Gutter have received a silver lining in the form of a Fresnel effect. The Fresnel effect mirrors a real-world phenomenon, where surfaces become more reflective as the view direction approaches the surface tangent.
At least one tutorial for Unity and another for Unreal Engine recommended treating the Fresnel result as emissive, which felt wrong in the physically-based sense. Instead, Gutter fades the surface to white when approaching the grazing direction. I expect to revisit the Fresnel effect when introducing glossy and metallic material channels.
Without the Fresnel effect:
With the Fresnel effect: