I was wondering if you had any idea on how to adapt this to a 2D style game of the Pokemon/Stardew Valley variety where the Z dimension is implicitly tied to the Y dimension. In other words, where objects with a lower Y coordinate are "behind" objects with a higher Y coordinate.
I had some ideas about shadows being cast on a different layer than the light so that textures with a lower Y coordinate would not have shadows cast on them and would illuminate if the light source had a greater Y value but I was hoping to see if you had any ideas on the matter since you understand the systems fundamentally on a much better level.
Thanks again!