For reference, the Guilty Gear Xrd GDC presentation is this: https://www.youtube.com/watch?v=yhGjCzxJV3E They mention a few things in there, maybe this helps: - They preferred to use vertex attributes (colours and normals) instead of textures to store information because it was easier to edit (instant feedback) and these…
It doesn't look like you're using the step function in your shader, and it's absolutely necessary to make the sharp shadowing. They mention it in the GDC presentation on this slide: So you take the dot product (also called "scalar" product) between the vertex-to-light vector (going from the vertex to the light position)…
So now that I've looked into shader forge extensively enough to (kind of) know what I'm looking at, i guess what I'm hung up on now is semantics between code and node. I know I must seem really dense here, but I can't seem to put the right node connections to achieve a basic diffuse/toon shade (i.e. telling SF what parts…