The title pretty much sums it up.
I’ve got a bunch of sprites with default diffuse shaders and several point lights on top of them
and for some odd reason when there are more than 3 point lights, these artifacts start to appear.
It seems some of the sprites ignore some light sources.
What can I do to fix this?
I think there’s an upper limit of 4 lights per any one mesh… this sorta looks like maybe you’re hitting that limit. Depending on the graphics subsystem in use, you may get better results with deferred shading instead of forward shading, but that is beyond my knowledge horizon.
Thanks a bunch. Changing the camera/project graphics render pipeline to deferred fixed the issue. It’s not compatible with orthographic cameras for some reason but I’ll figure it out.
Update: An alternative solution is to go into Edit > Project Settings > Quality and increase the max pixel light count. The performance impact of this can be quite high and requires me to limit the range of most light sources, but the upside is that this is compatible with orthographic cameras.