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SpriteDiffuse shader has inconsistent interaction with point/spot lights?
Is there a way to smooth out the SpriteDiffuse interaction with point and spot lights as shown below?
Both the ground and the building have a Z value of 0, and all they are are Transform + SpriteRenderer. What I don't understand is why the light is seemingly obstructed by something in the house sprite. Furthermore, the light doesn't affect the floor at all, even when I remove the house (again both house and floor are at Z, 0).
I have no idea what is happening in this interaction, does anyone have ideas? What I expected is an even spread of light from source that fades out evenly.
Answer by bitofu · Oct 17, 2019 at 09:46 PM
Solved, this has to do with pixel vs vertex lighting. Fixed by changing "Render Mode" to "Important".
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