You can do this, in a number of different ways, without any matcap or anything:
![enter image description here](https://cdn.statically.io/img/i.sstatic.net/Rt1AJ.jpg)
Left to right: original; rotated normal; directionally limited Fresnel.
The Fresnel calculation looks at the relationship between incoming ray and the surface normal to get its output. We can send the Fresnel node a false normal ouput, which we have altered in some method, to get Fresnel as if the normal were something else:
![enter image description here](https://cdn.statically.io/img/i.sstatic.net/tNWWK.png)
We could also just check which direction the normal is facing, and make out emission black if it's facing the wrong direction:
![enter image description here](https://cdn.statically.io/img/i.sstatic.net/JCun0.png)
Here, I'm comparing the surface normal to the object space -1,0,0 vector. If the surface normal is facing that direction, we'll do the full emission. If it's parallel or facing away, we'll do black instead. Between, we'll interpolate.
There are plenty more imaginable methods, and any of these can be adjusted however desired. A single map range node can go a long way....