Took my Guilty Gear XRD shader and added VR IK to it

This is the zoomiest screenshot I can get:

They had packed a bunch of data into the ILM texture which is why it looks fairly complicated. Each channel represents something different and I was able to decode it to figure out what they were for.
Char_Base is the obvious base texture, Char_sss defines the shadowed color.

InnerLineColor is just the color to draw the inner lines with. These inner lines are painted into the textures themselves (part of ILM) and not anything special.

LightDirection is just a vector from a blueprint feeding into a material parameter collection. The custom node is literally just an hlsl step call:

zahNCRo.png

This all feeds into an opaque unlit material’s emissive node.

To get the character outline, I just have a duplicated model that uses Set Master Pose Component in order to keep the meshes lined up. The shader applied to this hull object is:

This should be enough. I was able to recreate a few characters with this and the model rips. Unfortunately I dont really want to package it up as a zip or project and release it because it relies heavily on assets I do not own the rights to in order to make sense, like the ILM texture. I could release the material without any textures but then there’s really no point since all these screenshots it can be re-made.