Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | psyence88 | |
Old Version | Published before Godot 3 was released. |
Hi, I am trying to implement dynamic lighting into my game and I am stumped with the normal map/depth-map workflow that is required. I checked out the 2D lighting demo and recreated it with the same shaders/script and there are of course artifacts like in the image attached… Anyone have any tips? I am using the same script code from the 2D lighting demo.
It looks like you are referring to the ‘lights_shadows’ 2d demo? But there aren’t any shaders, scripts or normal maps used in it, only Light2D and LightOccluder2D. Or are you maybe trying to combine the effects from the ‘lights_shadows’ demo and the ‘normalmaps’ demo?
ericdl | 2016-06-22 17:19
Hi, neither of those although they do what I want. I am referring to the Isometric 2D + Lighting demo, give that a go. The tilemap includes a normal map channel which takes in a grayscale texture at 50% alpha… Not sure what’s on the go there.
psyence88 | 2016-06-22 19:57