I already know geometryinstance provides method to prevent casting shadows. Unfortunately icky GridMap node with its MeshLibrary resource in Godot 3.2 only transfer properties from bodies, shapes, mesh and materials into GridMap items. Setting enableshadow in meshinstance converted to .mesh or meshlibrary does nothing. I just want to have one GridMap item wall that does not obscure visibility, while is not transparent. I was hoping there is something in light() function of shaders to inhibit casting shadow or redirect incoming light ??