Without a doubt this is the most satisfied I've been with a piece. This was fan art I did after finishing Nine Sols (which blows Silksong out of the water). My goal was to create a completely unlit render that sold light and shadow, as well as acquaint myself with the post process workflow in unreal engine.
Main shader demo. A vector is received from the main light in the scene, then using dot product and some smooth step nodes and addition, I created fake light and shadow, as well as a transition color. Main color is texture driven, shadow and transition colors are calculated at runtime.
The hat and veil are a mix of post process and unlit shaders. I'm using the stencil buffer to select what meshes do and do not appear behind the veil, then doing a depth test to color things within the veil mesh black while leaving the background grey. In game effect on the left
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