SpriteLightKit brings back the old two buffered blend trick to get pseudo lighting with just sprites. It handles the setup process of getting that second buffer displayed on a full screen quad and blended with your normal scene.
The same scene with two different ambient light setups:
- create an empty GameObject as a child of your main camera and add the SpriteLightKit component
- set the Camera and Material (SpriteLightKitBlendMaterial) in the SpriteLightKit inspector
- set the Light Layer, which is the layer you want to place your sprite lights on
- create some sprites using the SpriteLightMaterial and make sure they are on the Light Layer you chose in the previous step
You can set the ambient lighting by changing the background color of the camera on the SpriteLightKit GameObject. Each of your lights can use the normal sprite tint color to change how it affects the underlying scene.
Lights look best when they are white and falloff to 0 alpha. That lets you use the tint color to color the lights. Setting the tint color's alpha lets you set the intensity of the lights. Get creative with your light shapes and experiment!
Attribution-NonCommercial-ShareAlike 3.0 Unported with simple explanation with the attribution clause waived. You are free to use SpriteLightKit in any and all games that you make. You cannot sell SpriteLightKit directly or as part of a larger game asset.