Pointlight2D not shining correctly with isometric tilemap

Godot Version

4.3

Question

Hello,
I’ve got a 2D isometric tilemap set up with several layers to replicate a Minecraft-styled world. I’ve been trying to add light sources in via Pointlight2D and normal maps, but when I do, it cuts off light from shining above it’s position, making it look like how a streetlight shines down. Is there a way to make the light shine in all directions so it better resembles it being above that first layer of blocks? My z min and max for the pointlight are -1024 to 1024 respectively, and the layer min and max are at 0. Shadows are also off.

(the energy was increased to better show the effect)

Any help is appreciated!

Are those values for the Fill correct? The To values seem odd.

The fill values don’t seem to change anything unfortunately, I believe they are correct.

I figured it out, turns out I just had to move the offset so the rotation pivot is at the top center of the light sprite. For some reason the light only shines downward from the rotation pivot, so moving it up puts the whole sprite under that point. Hope this helps for anyone in the future!