Hello, this is a magnificent lighting engine!
I 've been working on making my particle(depth sorted) effects not affected by lights and shadows, referring to the documentation and sample project.
Is there a recommended approach that allows rendering that is excluded from light/shadow with depth sorting?
I first tried using the EMISSIVE pass, with the following code: crystal_pass_submit(CRYSTAL_PASS.EMISSIVE, draw);
However, using EMISSIVE changes the appearance of the particles. So I tried the COMBINE pass, which rendered the particle with the exact appearance I wanted, but it did not support depth sorting.
Thank you so much!