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If silhouette is not important, you could bend the shading normal near edges. Since it's a cube you can probably compute the normal procedurally in the shader based off of the uv. I.e. if uv is in range [0,0.1] or [0.9,1.0] start bending the normal towards horizontal. If silhouette is important, drawing a rounded cube model with vertex normals would make ...

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