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So genuine question: Is this kinda taking a cue from Vagrant Story or Paper Mario and games like that where the rim lighting is created by having 2 models, one lighter one below the other and shifted to the left (Or instead of the 2 models some framebuffer masking, shifting, and multiplication?)

Basically yeah, the model gets rendered twice. The outline pass checks the direction and distance of nearby lights, and scoots each vertex toward it, based on how strong the light is. The outline is also more sensitive to light, intensifying its brightness and saturation, so it stands out!