I have a 2D tile-based lighting system which is drawn onto a Render Target. I am also drawing a background which involves mountains, sun/moon, and clouds. There is also the unlit game; blocks, character, etc.
Here is the order in which everything is drawn:
1. Background
2. Game World
3. Lighting
The problem is that the LIGHTING is covering up the BACKGROUND when it's dark:

Although it's perfectly fine in the day because the light is full:

You might ask, well, why don't you just blend each block, not drawing the lighting on a RenderTarget?
Because that would prevent me from performing smooth lighting, as seen in the pictures. To produce the smooth lighting, I draw squares of light onto a RenderTarget, perform a Gaussian blur and then draw that RenderTarget.
How about not drawing a square of light in empty spaces?
The light blurs onto any adjacent blocks, and not all objects in my game affected by lighting are square, so they would look like a sprite with a blurry square on top of it.
Light NOT being drawn in empty spaces:

Light being drawn everywhere:

Is there any way to keep the background visible, or something else that would help my predicament?