You can see this shadow bug where the (only) two point light shadows are fighting each other:

This doesn’t happen if I turn off either point light:

Unity 6000.2.0f1 URP with Forward rendering.
Does anyone what I am doing wrong?
It doesn’t happen in Forward+ but Forward+ has different bizarre lighting problems that I don’t want to get into yet
My shader is quite simple to demonstrate. There is very little documentation on Additional Shadows for URP:
Shader "Custom/URP_PointLight_Simple 1"
{
Properties {}
SubShader
{
Tags { "RenderPipeline" = "UniversalPipeline" }
Pass
{
Name "UniversalForward"
Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
Varyings vert (Attributes IN)
{
Varyings OUT;
OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
OUT.positionCS = TransformWorldToHClip(OUT.positionWS);
return OUT;
}
float4 frag (Varyings IN) : SV_Target
{
float3 diffuse = float3(0,0,0);
half shadow = 0;
int lightCount = GetAdditionalLightsCount();
for (int i = 0; i < lightCount; i++)
{
Light light = GetAdditionalLight(i, IN.positionWS);
shadow += AdditionalLightRealtimeShadow(i, IN.positionWS, normalize(light.direction));
diffuse += light.color * light.distanceAttenuation;
}
return float4(diffuse * shadow, 1.0);
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On
ZTest LEqual
ColorMask 0
Cull Off
HLSLPROGRAM
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
ENDHLSL
}
}
}
Any ideas?
Maximum Additional lights set to 8 with pixel lighting. I’ve tried messing with cascades, shadow distance, hard/soft shadows, etc. I think its strictly a shader issue