Huh, so #godot doesn't really have a good solution for rendering a view model on a separate viewport/camera (like for a first person weapon), but also having that viewmodel be lit by realtime lights in the environment?

@duskdev I've used subviewports and also the disable depth testing flag available in materias/shaders

@duskdev in terms of lighting; the different render layer+subviewport method. Unfortunately I think you might wanna use an extended light which sets itself to be on render layer 1 and also 2 or wherever you keep your viewmodel

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I guess a constant question in engine design is which weird dirty hacks to include when basically every genre has different ones in order to work right

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