So I have been using a trick to get 2d characters to work in a 3d world.
By using the alpha channel of the 2d animation and offsetting it you can get a nice rim lighting for free!
Normally I do this in after effects when comping the characters in.
But for this next project I would like to import the 2d animation as a plane and have the rim lighting
work as an eevee shader.
And I need some more reliable way to warp the UV “away” from the illumination to get the nice sharp rim.
Right now I am just useing a shader to rgb node to subtract some of the uv color, but it doesn’t work very well.
After effects also has radial bluring that I would like to find some way to emulate. for self shadowing