+1 vote

In Godot 3.0.6 (Ubuntu & Win7), I try to recreate the light effect from Darkwood, but with CanvasItemMaterial -> Light Mode -> Light Only, the shown part becomes transparent.
https://drive.google.com/file/d/1H-MQSFXepG6RlVkemzYdBk3dtjLKKmHP/view?usp=sharing

I tried to use a custom shader, but it doesn't make any diffrence...

shadertype canvasitem;
void fragment() {
if(ATLIGHTPASS) {
// For all fragments in the light
COLOR = vec4(texture(TEXTURE, UV).rgb, 1.0);
}
else {
// For all other fragments
COLOR = vec4(texture(TEXTURE, UV).rgb, 0.0);
}
}

Is there a problem with the 2d lighting system or am i missing something?

Thanks in advance for any help.

in Engine by (34 points)
retagged by

1 Answer

+2 votes
Best answer

I've figured it out!

You have to change the Light2D mode to mix (not add !) and by using a shader, like the one above, process every pixel's color as you want, based on if the light passes through it or not. And shadows work just fine! And for a sprite to be visible only under light, just set it's material mode to light only.

Also if you want a light to affect only specific sprites, you have to set the Range --> Item Cull Mask level of the Light2D to the corresponding level of the sprites.

More information on this very helpful article:
https://www.braindead.bzh/entry/godot-quick-tip-3-black-white-visual-field

by (34 points)
selected by
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