I've been further extending my intersection shader to show sobel inside the sphere, and this is using the built-in SobelMain shader function provided by Amplify. I modified it to read screen color directly instead of having to sample a texture.

Problem is, it's checking color differences it seems, and that's causing the sobel effect to appear on shadows, and with any kind of significant color change on a texture (you can read the generator's High Voltage sign)
Is there a way I could stop this, like doing sobel based on depth?