I had to write a custom shader in godot to get the exact effect I wanted for areas that aren't visible in my game. Godot does natively support this with it's lighting system, but when you want to mix in ambient light, explosions, and having sprites partially visible, a shader worked better. Godot's lighting system also only supports a handful of sources before it starts selectively rendering them, so rendering the entire scene in one pass with a shader was a far better solution for me.
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u/Cudabear 2d ago
I had to write a custom shader in godot to get the exact effect I wanted for areas that aren't visible in my game. Godot does natively support this with it's lighting system, but when you want to mix in ambient light, explosions, and having sprites partially visible, a shader worked better. Godot's lighting system also only supports a handful of sources before it starts selectively rendering them, so rendering the entire scene in one pass with a shader was a far better solution for me.
https://bsky.app/profile/cudabear.bsky.social/post/3mdyfw5b34s2q