nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpqvgtpunhtkhg3n9fvqg35smgtay3lm2uj6az2enaa3l4zw3tf7d7suef7hl (nprofile…f7hl) So you start out with a relatively big texture stretched over the entire map, I think that game used a 2048x2048 texture, but just whatever is "good enough" right? It only needs to be a single channel.
Then each frame, draw a final visibility mask into the destination alpha for the player after drawing all the lights. Now take that shadow mask and use the camera's position to project it onto the visibility texture using the max() blend mode. 1/