Any tips for dirt/grunge where the walls meet the ground?

I’m doing a scene of the outside of a building and it’s looking very fake because there’s no texture/color/dirt variation where the walls meet the ground like in this example photo.

I have used the ambient occlusion node to make a mix factor for mixRGB node and it works OK for where surfaces meet but the drawback is it adds darkness to details within the textures itself, I guess from AO being calculated for bump/normal/displacement within the texture. That makes it sort of undesirable.

Is there any good way to get a mask that is only for where geometry is close to each other without affecting the internal details of the texture?

Use “Geometry > Pointiness” or for easy dirt effect, you can use VSHADE’s “Dirt”, “Grunge” and “Scratches” nodes.