I am working on a top down 2D vision cones system.
I want to use Light2D to draw the cone and then an occluder to restrict the cones. For now the cones are actually circles (100% white circle texture with totally transparent background). I've set the Light2D to cast shadows and it works decently when the shadows are 100% transparent.
However in most games like this, the viewcone gets rendered a different color where it is occluded by an obstacle. I wanted to emulate this, by specifying the shadow color. However when I do that, the occluded area is drawn as a square instead of the circle (it's as if the fact that the light texture is a circle with transparent background gets ignored).
Is there something I can do to make the shadow respect the light's texture? Is this a bug, or am I just using the shadows incorrectly?