What chances are there of having shadows of some GeometryInstances affect only a selection of other GeometryInstances? I am working on a true 2D top-down game (no isometric view) with stacked layers (middle and front) and don't want some occluders in the middle layer to throw shadows onto the front layer. I know there are the VisualInstance layers, light_cull_mask and Camera cull_mask, however, they obviously can't be used for that [1]. An example of desired behavior would be that shadows are only cast for matching VisualInstance layers of objects. With respect to the current render pipeline: would such a behavior be possible at all? The shadow map e.g. for OmniLights doesn't carry information on the source geometry so that a shadow selection in the target objects shader seems rather difficult..
[1] except multiple Viewports are used and this is fixed: https://github.com/godotengine/godot/issues/43827