We have cars in our scene, and their brake lights are receiving shadows when lit up, which makes no sense. They aren’t actual scene lights, they are using an emissive material with the Lit Shader. Is there a flag to set for them to not receive shadows?
Yes, in the mesh renderer.
There is no such option. It has cast shadows, but not receive.
Oh, you are using deferred rendering, that info box is for a reason there, because instead of it there should be a receive shadow flag, not in deferred rendering though.
Are you sing a built in shader?
What unity version, rendering pipeline, shader name?
If it is the standard shader, i wouuld recommend making the color of emission not leave out any color channel, for example if you put the color R and G to 1, then the shadow will remain a bit yellow
but if you bump the B channel a bit, then it will vanish while the emission remaining still yellow-ish
In general, it is weird. Before the PBR(unity 4-), the emission channel would dictate what color the thing should be regardless of the lighting conditions, now there is a shadow on an emissive surface.
Does this even happen in real life conditions?