Picture for reference.
The ground tiles uses mobile\Diffuse shader.
The shader used on the particle itself is Mobile\Particles\Alpha Blended.
The light inserted into the Particle System Lights module is a point light.
Picture for reference.
The ground tiles uses mobile\Diffuse shader.
The shader used on the particle itself is Mobile\Particles\Alpha Blended.
The light inserted into the Particle System Lights module is a point light.
I have moved this to graphics forum. You will have to explain more how you make your geometry.
Here are some more pictures explaining the situation:
It is really just a gameobject with a spriterenderer floor constisting of these components:
Where the sprite looks like this (The sprite is called blackbackground):
The light source hovering over the ground:
A gif showing the lightsource in action:
I realized that the whole blackbackground sprite lights up. The independent blackboard sprites lights up in different colors/brightness.
Edit:
I am assuming it has to do with this Unity - Manual: Shadow troubleshooting
My guess is this: Unity - Manual: Forward rendering path
See the bit about only 4 lights being able to accurately affect a single renderer. The rest are calculated using an approximation. Otherwise performance gets really bad.
If you want to use many realtime lights, try switching to Deferred Rendering instead.
I am assuming it has to do with
I only have 8 point lights inserted into 8 different particle systems. Is that really, many?
I have thought about some work arounds which might, and might not work… Would any of these work? Stretch a transparent picture across all of the map tiles, or enable the lights only when the player is withing distance, or find a program that collages all my tiles into one huge one.
I have put the pixel count to 10000 (I am not even sure if that is many or not)? Switched to deferred rendering mode, and put all the lights on important, but it is still there.