A light that does not emit from a point

If it’s a light without shadow casting, then presumably that means anything within the shape should just give the illusion of being brighter, not neccessarily a real light?

A long time ago, in Unreal Engine 4 or 5, I created a fake light effect using meshes for their shape.

I don’t know how you’d do it in Godot, but from memory it went something like:

I used an unshaded, transparent material, it was set to two-sided, and (from memory) I used a fresnel to make it appear more diffuse (like a foggy street light glow), with a variable to modify this effect.

Because it was two-sided this meant it looked like a light glow from outside the mesh, and still looked like a lit area within the mesh.

As the material was procedural and just a colour tint, it worked on any mesh so all 3D polygonal shapes probably worked (though I was only using it on spheres if memory serves). Naturally you want the mesh to be non-colliding.

Figured I’d mention it, since maybe you’re happy with fake lights if you don’t need shadows.

Edit - a more thorough description can be found here: