The Goal was to achieve a mix of cel-shading akin to something like Legend of Zelda Brewath of the Wild, with a mix of a style reminicent of older cartoons. I used Unit's Shader graph to do this with the new Fullscreen Renderer Feature. The treshholds for the outlines, hatching, and cel-shading are all adjustable in the editor allowing us for very quick adjustments based on feedback.
We also needed VFX very last minute so I implemented them using the roughness map of one of our materials, a very quick yet effective solution in the end