When I have a number of overlapping sprites (same z) with the SpriteDiffuse shader, the lighting on those sprites is “added” for each sprite when using a per-vertex point light. Besides from the remark that it’s bad to have objects with an identical z, is there a way to prevent unity from adding these passes?
I think this is a related problem.
[35179-screen+shot+2014-11-13+at+17.07.11.png|35179]
[35182-screen+shot+2014-11-13+at+17.15.29.png|35182]