I'm working on a game where 2D Shadows and Field of View cones generated by multiple overlapping "light sources" are a core part of the mechanics and experience. As such, I've been playing around a lot with Light2D objects, LightOccluder2D objects, and all of the various blend modes. I've certainly found some really cool effects and interactions, but I've continually been frustrated trying to get the primary lighting effect I'm looking for.
After some thinking, I've realized that what I really want is a blend mode where the maximum value of any combining light sources is taken as the "blended value", instead of adding them together, or interpolating between them.
I'm still new to Godot, though, and I'm not sure what the easiest/best way to go about doing that might be. Some thoughts I've had might be to: Modify Godot source to add a new blend mode; Do some magic with shaders?; Render something to a separate texture, then use that as the texture for a Light2D node; or, Completely implement my own 2D lighting system using raycasting.
I'm not experienced enough with Godot to know how difficult any of those might be, or even where to start, or if there might be a cleaner solution I haven't considered or am not aware of. So, before going too far down any rabbit holes, I wanted to reach out to the community to see if anyone might be able to point me in a good direction - hopefully maybe even with some resources to dig deeper into?