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Asked By | thecultcity |
As you can see on those screenshots,
this lighting system has 2 levels of brightness.
When they overlap, the areas with same level should merge instead of getting brighter.
The space outside of the lights should be covered in black.
The important thing is that this lights “reveals” the things underneath it instead of making things brighter.
How do I achieve this lighting in Godot?
I’ve already tried Mask mode in Light2D node.
But the problem is that the spaces outside of the texture gets revealed instead of going black.
I’m currently using WorldEnvironment Glowing effect in my current project.
When I used a plain white circle texture in Light2D node and set it to “Add” mode,
the light causes unintended glowing in it’s radious.
Dumb Idea: Just attach 2 Sprites to Player/Camera, brightness controlled by opacity, and revealing things through Z-Index and Area2D-Signals.
Maybe worth a try…
Captain.Susuwatari | 2020-01-31 13:25