URP 2D Lighting ignores camera Z rotation?

Hi
After adding 2D lighting to prototype I’m working on, I noticed something I assume is a bug but maybe I missed some step?
Normal map based lighting seems to ignore camera Z rotation.

Here’s a scene with 2 sprites with normals (I’ve attached their textures). The camera has no rotation.
6146396--671249--URP-Lighting2D-Camera-RotZ=0=GOOD.png

When the camera is rotated, the light appears to stay in the same orientation (or you could say the normals are not rotating?).
6146396--671252--URP-Lighting2D-Camera-RotZ=180=BAD.png

I’ve attached the light settings too.
If I’m doing something dumb or missed some instruction for what I need to do to get this working, could you please let me know. Otherwise shall I report as a bug?
Thanks!



6146396--671261--LightSettings.png

Similar issues, just finished URP setup by tutorials…
2) shadows ignore object rotation (compare shadows direction on both gray ships)

Thanks for reporting this.

This is a known bug with point lights. If you are not using your light like a spotlight I would suggest trying to use a parametric light instead.

any progress on that?

Same issue with scale. Sprite shape also ignores its shape and tangent when rendering normals into buffer…