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And such a shadow catcher would be completely useless without a user-customisable lighting solution. Or are you willing to live with whatever default lighting Kenny chooses for you?

I don't know what am I missing, but aren't we living with kenneys default lighting in rendering 2d sprites? We can set lights position, shadows and ambient occlusion, that's all. 

What difference is between shadow casted on block and on ground? Just color of bottom plane and plane only should go into alpha, it's not that big of nonsense or is it?