Hello and hope everyone is well,

While prototyping some visual ideas for what I hope is my first game, I stumble across this Github topic: https://github.com/godotengine/godot/issues/32851.

After three days trying to understand how two lines of code achieve such an effect, I finally got it (or I'm 95% sure I did). It was really interesting knowing that SHADOW_VEC.y has a range of values based on the number of Light Occluder blocking the light source. But alas.

Now my issue: I'm trying to implement something like this on Isometric tiles, but on those the 'center' of the sprite isn't at the bottom, it is on the lower half (to preserve the Y-Sort effect). While the Light occluder is positioned on an angle, and bellow the sprite's VERTEX.y.

I believe the combination of the 'situation' described above prevent the exact same code to work as intended. So here my questions: 1. Can this effect be replicated on Isometric tiles? 2. If yes, is a variation of the shader I linked above the way to go? 3. In case 2 is also true, can someone give me a hint of how?

Any insight is hugely appreciated.

p.s.: Not being able to debbug/print shader values, or what the code is doing is a torture

Cheers.

7 days later

Hello everyone,

Just a update for anyone whom stumble upon this topic of mine.

After some excruciating days going from basics to basics, and making double sure why the shader from that github link worked. I manage to do what I wanted, just unsure if it will work in every situation. However I'm very pleased with the result.

Isometric Shadows

Cheers.

8 months later