Editor and runtime solution for calcualting per-vertex mesh thickness (based on the GDC 2011 Colin Barre-Brisebois talk), that can be used in various calculations and effects (not included in this package) like translucent and subsurface scattering shaders, soft-body simulation and others.
Editor tool bakes calculated thickness values inside any vertex buffer of a mesh and supports all render pipelines.
Runtime API adds extension method to the Unity’s mesh class and returns float array containing each vertices thickness value. Supports only Built-in and Universal render pipelines.
Before purchasing check documentation for better understanding how tool works and what limitations it has and try this editor tool on your models, to see how mesh thickness is calculated and what results expect.
Asset is already included in the Amazing Tools Bundle.