The Blinn-Phong is modified to ignore fresnel and inverse the specular highlight to create masks for tonal maps sampled in UV. The masks is further added with pre-baked edge map and SSAO. Unity lets us access the SSAO in the shader using AmbientOcculusion.hlsl in the library files for URP.
Combiner specular is wrapped in smoothstep. All the patterns are UV based. The specular and AO acts as masks. Patterns are made stronger using step.
Programmer: Owen Miller, Joshua Walcott, +Sound: Akintoye Iyo. 3D Art: Zac Centracchio, Jake Stratton