Questions regarding refraction, transparency, and the usage of light.
I need some help, please. I'm trying to pull off the following thing seen in this photo: https://ae01.alicdn.com/kf/UTB8im5_s8ahduJk43Jaq6zM8FXaf/Nanguang-NG-10X-Studio-Light-Focus-Lens-Bowen-Mount-For-Flash-Led-Light-With-4-Color.jpg with a spotlight and a colored translucent mesh. But apparently meshes do not work this way with lights in Godot. Also, meshes lose their shadows the moment transparency is activated.
Is there some way to activate both shadows and refraction or transparency?
Then there's the problem of refractive objects being unable to "see" each other or transparent models. This is the situation: https://imgur.com/mzdVD11.jpg
I've read this tutorial https://docs.godotengine.org/en/stable/tutorials/shading/screen-reading_shaders.html but ended up confused regarding what I'm missing aside from the code at the bottom regarding DEPTH_TEXTURE. Writing shader_type spatial; in the code causes errors instantly (Unexpected token: Identifier shader_type).
How am I supposed to tackle this situation? Which type of coding (GDScript or Visual Script) can be easier for allowing full visibility of transparent/refractive objects? Is there a video tutorial covering this somewhere?