They emit within a radius around their center so you want the transform position of the point light to be above the sprites, otherwise this often leads to very sharp edges and burned out sprites. We use the Standard Sprite Diffuse shader on all sprites and on the tilemap so they can receive light and set up a couple of light sources in our scene. It shows some very nice techniques to light a 2D game in Unity. So we ended up using the good old 3D lights to illuminate our scene, after stumbling over this Unite Session. There won't be many tutorials or answered questions on the internet there might be bugs or some features may not be fully working. We wouldn't recommend going into production with a brand new engine feature. I decided not to use it, because the features were still limited and a lot of people had problems with them according to posts in the Unity Forums. Unitys new 2D Lights were available when we started with the development of xDasher, but it still was in an early stage. Here is what we did to make it look better. With this limitations we ended up with a very flat looking game. To reduce the workload we kept colors to 4-6 per sprite and shapes simple. It needs time and skill we knew we don't have with only one person doing art and animation. But to achieve this modern look is also a lot of hard work. But right from the beginning we knew we'd like to achieve a more vibrant style as nowadays pixel art can look as gorgeous as in Hyper Light Drifter or Dead Cells. It was originally inspired by Zelda - A Link to the Past. In xDasher we strive for a modern pixel art style.
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