Godot Version Reference: V3.0.6.stable.official.8314054
It's so simple and yet so hard at the same time, I burned my brain pretty bad and thought, maybe someone can help me with this, so let me explain in a sentence:
Basically, how can we program the light occluders to ignore tiles based on their Ysort? Or maybe the light nodes with the occluders?
I am having a problem with isometric tiles and the shadows generated by the light occluders, the shadows either blend with tile or don't let the light pass correctly, I am sure this is a common topic.
QA on similar topics:
The self shadowing breaks the depth illusion, how one would tell the light occluder, "Hey, don't shadow this tile because he has a higher Y than you."
The light system is pretty robust but this situation limits it pretty badly. I tried multiple ways like segmeting a tileset of only light occlusions, made an entire polygon, a open square, man I tried everything and could not find a solution.
I'll keep trying until I come wtih a efficient solution and post here, but I am out of ideas right now.
Thanks in advance for any suggestion or tricks,