I'm looking for possibilities/suggestions on adding painted character rim lighting in-engine that would allow for color tinting based on the current lighting conditions in game. We're using UE4.
Right now, we have a working solution: take the atlas for a given character into photoshop and paint a graycale mask with the same dimensions where the white represents the rimlight of each part. At that point, we can use a material in-engine to tint and overlay the mask to get the desired effect. This actually works great, but has the serious down side of the mask needing to be repainted any time the atlas changes.
I'm curious if you all have another approach that might get the same effect, but without the potential for rework.