#How to set shadow color?
33 messages · Page 1 of 1 (latest)
My first instinct is to make a shader that takes the light mask and multiplies it with the on screen color, and then you've pretty much got full control
but honestly idk myself how to get the rendered light from the pointlight2d
I came across this thread which seems similar https://old.reddit.com/r/godot/comments/vc660b/is_it_possible_to_limit_the_darkness_of_colours/, but their solution is not working for me
how did you get that?
On the "shadow" color, I raised it all the way up
the self modulate thing didn't work so ignore that
works kind of?
the far away tiles are still black, but I think I'll just put some giant colorrects to obscure those parts
this is for a game jam anyways
It's because the light source casts shadow only to it's boundary
yeah I meant the tiles that are still inside the pointlight texture
wanted to make it fade to dark blue instead of black
I think that might depend on the radial texture you're using
try to have it be a gradient from white to transparent
Try from white to a black transparent color
so it's just a white gradient, that fades to nothing
that's what I have I think