Thanks everyone for all the work on this shader. I like the look of Scarlet Nexus, Tales of Arise, Genshin Impact++ and it’s so hard to copy. This shader has helped me a little on the way in achieving some decent results.
But I’m having an issue with tricky light situations (4.27).
What works:
Large single color lights in general look amazing on characters. Most modern anime games hardly let ambient lights color their characters, usually 15% at most on top of a solid emissive base. But I fancy when a blue torch makes the character’s skin 90% blue. So this shader is fantastic, such as in this low-rez screenshot from Mahou arms.
The issue:
Small and texture-like lights, or small shadows landing on the front of a character become weird. They end up ‘passing through’ like this:
(Light itself is combined 3 (movable) lights with R/G/B light function. Toon Skin & Default Lit)
The light ‘overextending’ and as a result that odd extra shadow is what I struggle with here. As the light moves around everything (it often looks good, truthfully), so does the shadow.
Is there a way to retain all the good with none of the bad in this example? I’d love to keep the objects lit in a vivid way still.
I’ve tried multiple parameter configurations and none seem to cancel out the wrap-around. If someone can point me in the right direction or knows how to fix how the light hits geometry (like the Default Lit) while maybe keeping some of the cool light effects on the sides I’d be super thankful.
I also can’t get static lighting to work at all, but it’s possible to work around so far. That aside this shader is really good with large lights and shadows, so thanks again. I wish it was easier to change the way light works in Unreal but it also seems like such a complicated thing.