A basic implementation of bevel/emboss is to make a copy of the image, blur that copy to convert hard edges into more rounded ones (effectively a heightmap), apply a lighting effect to that new heightmap, and blend that lighting image onto the original image. That should look suspiciously like what you have here. It's also the processing that Wilbur applies in its basic shader.

Taking your original height map and applying a gradient to it for coloring, followed by blending the map you have here with a mlutiply operation should look amazingly similar to Wilbur's basic land shader. The advantage that you have here is that the editable gradient map makes it a little easier to get different effects other than straight height-based coloring.