Hi, I want to make a simple 3D level with orthographic camerea at an isometric angle. Then I want the entire game to be in 3D using navmesh and lights/shadows from torches, fx, particles, moonshine, sunshine etc. Then i want to draw ontop of this in 2D, slice it up and place each slice at its right offset away from the camera so that it looks like its drawn ontop of the simple 3D environment. My question is. Is it possible to make 3D lights in the simple 3D level to be extracted and displayed ontop of the finished design with tiles? Can i prevent the tiles that are placed ontop of the 3D world to interreact with the 3D lights?
I guess what im asking is, if I turn “cast shadows” off on the mesh renderer of the 2D sprites, placed at an angle and offset away from camerea like in the foto above. Is it any way to make the tree lit and generate shadows behind the tree, from a directional light placed at camera origin pointing towards the tree, while making the tree-boxcollider invisible, but still generating light effects such as shadows behind the tree and light on the side of the tree facing camera?
Plan is to have normal map on the tree aswell, would it be possible to let the normalmap of the tree be affected by the same light whil still not casting shadows?