This is likely to be an incredibly esoteric post of interest to very few people, but I’ve been wrestling with some really specific technical problems today and I *think* I’ve found the solutions, so I thought I’d document them here for my own benefit. If someone in the future happens to come across this post and it helps them solve the same problems, then all the better!
1.) Don’t rely on a “Fallback” shader to provide shadowcasting pass
Nome uses a heavily-customised sprite shader which, amongst other things accounts for normal maps, shadows and fog – all things not normally … Read the rest