#How to set shadow color?

33 messages · Page 1 of 1 (latest)

hexed delta
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i have a CanvasModulate and a PointLight2D on the player, how can I make the obscured tiles be the same dark blue color as the background? the CanvasModulate color seems to only work on the light shadows

dapper gyro
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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

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but honestly idk myself how to get the rendered light from the pointlight2d

hexed delta
dapper gyro
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this is the closest I got

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having the shadow be completely white

hexed delta
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how did you get that?

dapper gyro
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On the "shadow" color, I raised it all the way up

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the self modulate thing didn't work so ignore that

hexed delta
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works kind of?

dapper gyro
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Kinda?

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I've another idea I wanna try

hexed delta
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the far away tiles are still black, but I think I'll just put some giant colorrects to obscure those parts

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this is for a game jam anyways

dapper gyro
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It's because the light source casts shadow only to it's boundary

hexed delta
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yeah I meant the tiles that are still inside the pointlight texture

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wanted to make it fade to dark blue instead of black

dapper gyro
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I think that might depend on the radial texture you're using

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try to have it be a gradient from white to transparent

hexed delta
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setting it to white -> transparent makes it lose the shadow effect 🤔

dapper gyro
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Try from white to a black transparent color

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so it's just a white gradient, that fades to nothing

hexed delta
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that's what I have I think

dapper gyro
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mm, and that reversed progress, i see

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I've managed to get this effect

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there was a tire behind it c:

hexed delta
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I think i'll just go with this effect for now, it works well enough

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big pointlight with pure white texture and set to mix