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Hey, that might actually work! I'm getting close, but I'm only getting the mask on the right direction of the mesh facing the camera, not both. Trying to figure out where I went wrong here...

Heya,

Apologies for bumping an old report, but I'm running v1.27, and am encountering this same error, or similar. I'm attempting to use the view direction node to define tessellation areas, but it breaks the shader. View Direction, View Reflection, Half Direciton, etc, anything involving or related to a view vector seems to break it. Is there something else I should be doing to make this work properly, or is it unintended behavior?