I am very interested in creating a lighting system like the one offered by the Ubi Art framework. Here are some screenshots of the concept: As you can see, the lighting is executed only in the first layer, while the background seems to be a fog effect. If you look at the textures of the character and platforms, they have an ambient color applied. When these are in the position of the mesh, they are illuminated with the parameters of said mesh. Rayman legends uses only 2 textures for lighting: You can see the information in the minute 11:00... I imagine that the textures of this layer are drawn by passing them a shader that determines the area of these polygons, according to this explanatory video of the engine, they use per vertex lighting, but I cannot understand how to pass the information of the polygon and illuminate only the places where the mesh is situated. It would be something similar to mesh shading but vice versa, where the polygon is responsible for saying which parts light up and which ones do not. Any information you can give on the subject is appreciated. Thanks for reading and your patience.