I started a new game, based on a previous game that I made in Godot3, and after migrating the original project over I quickly discovered the ~15 light limitations in Godot4. Some of the solutions I found suggested using shaders instead of the built-in PointLight2D. This works, but it takes a bit of setup and the few examples that I came across worked in a way that didn’t align with the way that I drawn the original artwork, and the way the Godot’s lighting systems work. So I packaged it up into an addon for anyone else, I tried to keep it as close to the “normal” workflow as possible and so far it’s working really good for my project. GitHub - masonkieth/godot4-shader-lights: Shader based lighting solution for Godot4 based game projects. · GitHub - Check it out if you need a solution.
My project is top-down-2D in a large sandbox city at night. So there are street lights everywhere, and since it uses tilemaps for the city, it’s near impossible to get the light count per sprite down to 15. Add in the player, NPC vehicles, buildings, etc… I fought with designing a LOD manager first and it just never got stable enough to use.