I'm making an fps game that uses an AnimatedSprite3D for the weapon model, and I'm having issues with the way it reacts to lighting. The problem I have is that the sprite's dark side faces the player when the player looks towards a light source. Is there any way to have both sides of the sprite receive the same light?

What it looks like:

What I want:

  • Standard material has options for backface lighting, and even SSS.
    You can use an override material on your sprite2D or use a meshinstance3D quad. You have to set material transparency and disable cull.
    Back lighting has better performance and should be enough, while SSS looks better but is more expensive.

Standard material has options for backface lighting, and even SSS.
You can use an override material on your sprite2D or use a meshinstance3D quad. You have to set material transparency and disable cull.
Back lighting has better performance and should be enough, while SSS looks better but is more expensive.

    Jesusemora I didn't know that was what back lighting did, thank you so much for your help! This was exactly what I was looking for.

    7 months later

    Jesusemora Hiya, I'm glad he seemed to understand you, but is there any way you could explain how to set backface lighting on an AnimatedSprite3D? I tried to follow what you're saying and I can't exactly replicate it. I have the same issue. Mine happens when I invert the scale (because I want to invert the animation direction on the sprite 3d), and it gives me the same problem.

    • xyz replied to this.

      xyz I should have mentioned: using flip does not flip animations played in animation player nor animation tree, which is why I cannot use it. I'm trying to avoid having to create animations for all 8 cardinal directions.

        Lyrical_Lull What do you mean by "flipped animation"? It will flip whatever is drawn on the sprite. If you want animation to play in reverse, set its speed scale to -1