I'v been working on a pseudo 3D dungeon crawling prototype but ran into a snag;
While setting up a dynamic shadow system I came across a problem which, on paper, should be pretty easy to fix yet I can't find the solution I'm looking for.
As you can see the back layer of the front wall bleeds into the sidewall. Normally, it'd just be a question of shifting the sidewall to the front, but doing so would let the shadow go on-top of the front wall.
So the solution I thought of is simply making the back wall's black parts turn invisible depending on the camera's angle, but as far as I'm aware there isn't any effects that can do this.
One other method would be using 2 different animations (One with black, the other without) and switch between them as needed, but I find it way too inefficient considering the size of the textures.
Is it possible to turn a sprite's specific color into an alpha channel?
I appreciate any help I can get!