GuilltyGearXrd Shader PDF
GuilltyGearXrd Shader PDF
Textures
One texture includes Models from Guilty Gear uses 3 textures:
4 Black and White channels
Red
Green
Blue
Alpha Color map SSS map
Shadows
Diffuse Shader Normal Edit
In order to get 2D like shadows, Guilty Gear copy
Light Normal normals from a simplified model :
vector vector =1 =1
=0
=-1 =0
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They also use a Shadow Map map (the Green channel of the combined texture) to add more shadows
that will not be affected by the lightning.
Colored Shadows
To add colors, the shadows are multiplied with the SSS map and the ambient color of the scene
Lines
The Nose
A nice little touch : the nose is made
with an extra geometry !
shematic UV view
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Specular
The shader use 2 maps from the combined texture : the Red (specular intensity) and the Blue
(specular size) channel.
The specular size map will influence the shape of The specular intensity map will influence color of
the specular for example to increase the specualr the specular to differenciate skin and metal parts :
on the edges :
AO by Vertex painting
The vertex color of the model is hand painted and used as an Ambient occlusion to correct
the shadows.
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Result
without Vertex AO
A lot of other technics are used in several aspect of the game to enhance the awesome 2D look
(animations, background painting, etc.).