Isometric lightning/shadoweffect from simple 3D model

Hi, I want to make a simple 3D level design, lets say for a dungeon, containing flat ground on the X/Z-plane and a few stairs to elvate up and down stories.

I then want to place an Orthographic camera at an 30 degree angle to get the Isometric look, would this be right? To screenshot draw ontop of then slice the drawing into pieces with grid 2 by 1 (2 horizontal for each 1 vertical) and place them ontop of the 3D level, like the fotos at bottom.

My question is, is there a way to generate light/shadow effects from lightsources such as lamps, sun and particleffects in the simple 3D model and let these effects show ontop of the 2D tiles without showing the 3D model with objects and colliders?

Seen from sidevew after placing each tile on correct place

By modelling a simple polygon tree and place it normal to the X/Z plane along the Y-axis at the base level of the tree, Its ofcourse lower then the tilted tree sprite so that it will look same hight from the orthogonal camera, letting the bottom part of it be collider for mooving 2D sprites, letting the rest of it generate light and shadows? Then hide the polygon tree and only show the effects. Like if sun is shining on the polygon tree from left it will generat some light effect on the tree and makeshadows behind the tree to the right?
Then I will use this light effect to generate extra details using the standard normal/hight map that is sliced identical to the isometric drawing.

Seen from screenshot angle

Sorry if what im saying does not make sence, im just trying to figure out charactermovement, pathfinding and lightning/ partikle effects in isometric 2.5D to make it possible to draw my games instead of modelling.

Could you explain the situation a bit more? It is unclear what you are trying to solve and what the problem is. Expecially unclear at this moment is the reason for such a complicated setup. Why did you place 3d quads at an angle like that?