I'm working on a basic tilemap-based 2d roguelike game. Sort of. Anyway, I'm trying to use the a Light2D as the light source for the player character, with walls, floor, etc. in a tilemap. So I have a basic wall tile in my tileset which has an occluder covering the entire 32x32 tile. So if I enable Shadow in my Light2D, using a basic CanvasModulate as the fog of war, I get this:
So the shadows are working as I want them to, but the walls themselves aren't visible. As an example, here's what I want it to look like:
So I guess I want some way of casting shadows from the back of the polygon, but for the light to still affect the wall tiles themselves. I've tried messing with the cull mode of the occluder polygon, but the best I get is this:
I've also tried creating a second tile map and light source which will allow the wall tiles to be highlighted seperately, but then walls behind other walls that should be hidden are visible.
Any ideas? Is there any way I can make these walls show up and cast shadows? Would it be possible if I completely switch away from TileMap and place individual spirtes? I'm lost at this point. Any help would be greatly appreciated.