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Hello, everyone! In this video we're looking at light systems in Godot 4.3 and above. Lights can be pretty intimidating at first, especially when encountering problems like not seeing the lights, not being able to cast shadows with occluders or not knowing how to generate normal maps or specular maps for sprites which simulate a 3D effect.
While researching for this video I also found a bug, either with the engine or the documentation, in regards to the occluder draw order: https://github.com/godotengine/godot-docs/issues/10578
Resources:
2D Lights and Shadows - https://docs.godotengine.org/en/stable/tutorials/2d/2d_lights_and_shadows.html
Occluder culling - https://docs.godotengine.org/en/3.6/tutorials/2d/2d_lights_and_shadows.html
Laigter - https://azagaya.itch.io/laigter
Credits:
Dawn's Lighthouse - https://luizatorello.itch.io/dawns-lighthouse-pixel-art-asset-pack
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Chapters:
0:00 Godot Light Basics
5:37 Godot Occluder Basics
10:06 How to add Occluders to a Tilemap
13:08 Light Occluder Culling Modes
17:57 How to not occlude the Sprite casting the shadow
20:26 How to use Normal and Specular maps
25:06 How to create Normal and Specular maps with Laigter
28:23 Light height in Godot
#godot #gamedevtips #lights