Guilty Gear XRD Shader playground

Even more progress has been made! I (think) I figured out what the extra data I had was used for and put it to work… I believe it’s correct because it looks even better now. She now has weighted shading on individual parts, so some things that are occluded (like under her dress or her shoes) have a higher tendency to be shaded than not. Specularity has been sorted out as well, so now she has specular highlights across some pieces as well. Toned back the outline shader and brightened it up so it’s not as black, smoothed the inner line rendering as well… no more nasty filtering. If the camera gets too far away, the lines are too small to render. Not quite sure how to deal with that one just yet, but it may just involve increasing the line width based on camera distance, or super sampling the scene.

Overall I think I’m pretty happy with the appearance now. Up next is trying to fix her buckles… I translated the bones closer to her body in the skeletal mesh file and when I preview animations there, they are correct, but out in the game world they go back to their pre-translation state. I may have to just translate them on beginplay which is gross but doable. Deciding if I want to maybe do another character next (like Ramlethal) or continue with one and try to get her weapons and more game like animations.

EDIT: Shrank her head slightly and readjusted it to be the same angle as it is in the game itself.