This is an attempt to recreate a glow effect in Godot 4's 2D (specifically Compatibility Mode but Vulkan also applies).

This approach uses a SubViewport to contain any textures that want to glow.

The game world nodes need to place a texture into the Subviewport and then use a RemoteTransform2D to keep it aligned.

PROBLEM

Currently if one glowed sprite is behind another sprite, the glow will not be clipped.

Looking for solution!

https://github.com/naturally-intelligent/godot-4-glow-2d