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I’ll try explaining in Godot terms since that’s the engine I’ve used. The entire game has a ColorRect as an overlay and it’s got a shader on it. That shader is a modified version of this one: https://godotshaders.com/shader/2d-drop-shadow/

Ah, nice! Makes sense to do indiscriminate shadows of everything when you're going minimal! I didn't think you could apply a shadermaterial to a gpuparticle.