- Sprite lights (Light2D.LightType.Sprite) draw their lightCookieSprite: the sprite's colors and alpha over its box (pivot, pixels per unit, the light's scale and rotation), with no falloff; a point light's cookie tints it across its outer radius. Cookies are copied (GPU texture copies, only when the set changes) into a 2048x2048 sRGB atlas the 2D lit shader samples.
- Soft shadows: shadowSoftness gives each light a penumbra fanning out from every caster outline corner, from the light's ray through the corner to up to 15 degrees beside it (URP's maximum), shaded by shadowSoftnessFalloffIntensity through the falloff curve; inside the outline's shadow it stays full. Managed lights now send URP's defaults (softness 0.3).
- A GPU test checks a sprite light's four colored quadrants, a point light's cookie, and a penumbra pixel lit with hard shadows and partly shadowed with soft ones. A
lights2dsample: a stained-glass window sprite light (its cookie drawn for this repository) and a lantern with soft shadows from crates. - Not yet: cookies from HDR or linear textures, volumetric light, sprite outlines as shadow shapes.
- Next: the remaining Phase 5 gaps (Animator, Input System, particles, TMP).
Phase 5 · Slice 26 ·