The game I'm currently working on uses pixel art, but has an application surface size higher so movement isn't snapping to each pixel. I'm wondering if I could make the shadows and lighting snapped to each pixel, while still keeping the application surface size larger?
Viewing post in Crystal - 2D Lighting Engine comments
Hello, yes, you can create your own final render pass based on the original, using .SetRenderClass(), and pixelate the pixels in the situation you described.