Hello all, I'm testing to what extent I may use the new 2D lighting renderer for my project. I'm wondering if I can get 2D shadows to be evaluated per-pixel rather than per sprite/shape. Would it be possible to modify the Shadow 2d Caster script or use a custom shader to test for occlusion with the alpha channel of a texture? The game is a roguelike topdown with a large plane as the floor and a dynamic texture for the walls. I'd like the 2D shadows and 2D point light to test for an opaque pixel rather than an intersection with a shape... Any feedback would be appreciated. Thank you!