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Pixel light count seems to be off by one.
Hi.
I'm currently looking at how unity chooses pixel vs. vertex lighting. I have a simple test scene with one mesh and two directional lights. The mesh uses the 'Bumped Specular' shader. When I rotate the object I can see two nice circular specular highlights from the two coloured lights so both lights must be using pixel lighting. However, my quality settings are set to have only one pixel light. (I've removed all the other quality levels to make sure its choosing the correct one) If I change a light to be "not important" it does exactly what I expect and the highlight disappears but with both lights on auto I would expect to get pixel lighting from only one of the lights. Both on "important" produces the same result as both on auto.
If I change the pixel light count to zero I now get one pixel light and one vertex light. I can see it choosing between the two lights if I slide the intensity slider so one is highest then the other etc. Is the count supposed to be off by one? Is this a bug that will be fixed requiring readjustment or is it always going to behave this way?
My unity version is 3.5.7f6 and my test is with the PC version. Both the editor and standalone versions show the same issue. Is there something obvious I'm missing?
Thank you...
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