Lighting on overlapping sprites

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.



For those still finding this question: I ended up simply making sure that my sprites never have the same Z-coord. In many cases by automatically adding a very small random offset

Thanks for posting. But as a solution, this won’t help with tilemaps, spriteshape, or many other applications though.