[2D] How to make point lights ignore Z position

Hello, my problem is simple, I have a tilemap which I am lighting with a directional light and looks like this:

5102663--503243--1.png

When I turn off the directional light and turn on a point light it looks like this:

5102663--503246--2.png

I understand this happens because for sorting reasons I’m laying my tiles along the Z axis and the point light is taking into account the Z distances.

I am using the sprites diffuse shader on the tilemap renderer

What I wanted was to achieve a lighting as if everything was in the same z layer, in other words the desired outcome would be this:

5102663--503252--6.png

Is there some way to do it? Essentially I would like the light to ignore the Z distance to the sprites it is lighting as it does with the directional lighting but being limited to a certain area and fading the edges just like the point light. Is there some shader or light setting that could achieve this without changing the way I’m laying my tiles along the z axis?

You could probably get away with just using a quad with a fake lighting effect? Just use additive blending mode and create a grayscale gradient sphere.

Or create/get an image effect that renders light blobs to your scene in desired locations. This way the z-depth of your elements couldn’t affect the result.

So it would be like creating an object with a sprite that fakes the light effect? from black in borders to white in the center and overlay it over the scene?

Also could you tell me how to apply blending modes on a sprite renderer. please? Thanks for the reply!

is there a change I can make in the sprite shader maybe to make the sprite additive instead of opaque?

you can download builtin shaders here to modify them

5106425--503744--upload_2019-10-25_17-36-30.png