To assign it to a sprite, for example, in the sprite options go to material, new material shader, edit, shader: new shader, edit, and paste the code in the shader editor.
Thanks for the reply!
Yeah, I don’t know anything about shading language, that’s why I tried using visual editor.
I’m trying to get the shadows using Light2D and a Sprite with normal maps. Sprite textures have transparent pixels. I’ve pasted your code and this is what I got:
In comparison, this is what I got so far using visual editor (the light source is in the top right):
So, yeah. I’m trying to make it work like that, but the shadow is too intense and I don’t know how to reduce it. Also, the shadow gets darker the closer the light source is.
I know it’s hard to follow what I’m trying to achieve because I don’t really know much about shaders.
Bottom line is - I want the Light2D to cast cell shadows, not smooth shadows on a Sprite with a normal map.
Thanks for your answer, I’ll keep trying to make it work.
dejvid_bejlej | 2020-01-09 22:30
Sorry, for reading fast I got confused, I thought you meant the ShaderMaterial but this is referred to the CanvasItemMaterial. I will also see how your CanvasItemMaterial behaves in godot
estebanmolca | 2020-01-09 23:24
No worries at all, I’m thankful for any help
dejvid_bejlej | 2020-01-10 00:07
Did you find a good working solution? The posted answer does not work for me. I can’t seem to find anything online about doing a cell shader for 2D sprites. Everything is all 3D oriented.