Godot Version
v4.7.2.stable.official [ed1daf0bf]
Question
I’m working on a castle area in my game and I made a mockup that looks like this:
Basically the light around the torches is 2 layers of dithered gradient + palette swapping, which is trivial to do in Aseprite but I have no idea how to replicate this in Godot. On top of that, my background tiles already use a palette shader and are basically palette-swapped versions of foreground tiles, so I’m not sure if my idea is even going to work.
So like… how do I even begin to approach that? I found a dithered light shader on godotshaders but it works with custom light nodes, not my weird palette-swapping-masking approach. I originally assumed I would need a dithered cutout in the palette shader so that it would retain the original colors but I have no idea if that’s even possible.
