1. Gradient
Simple linear gradients made from horizontal and vertical position maps and merged together.
2. Shading
Fake (baked) lights passed through gradients to simulate cel/toon shading.
3. Highlight
More fake lights with extreme highlight settings to highlight edges.
4. Noise
Noise patterns which follows the position map.
5. Curvature and Normal map
Curvature generated from hand-drawn height map with some details.
6. Worn edges
Curvature generated from mesh using Normal map from step 5 and merged with some noise patterns.
7. Emission
Emission map generated from filtered hand-drawn decal texture.
Everything merged together
Base layers
Passed through color and merged with decal texture.