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ideally, you configure group/mask for your lights and objects. Using this, you can tell your point light to ignore those branches. See a great write-up here. alternatively, as a brute force approach, you could render lights before you draw your branch (though you should REALLY use the mask approach above): // draw all objects that should create shadows ...


Z inversion simply means that the data somewhere is wrong. It is completely unnecessary in lighting calculations and can only do good when all vertex/light positions or normals happen to be scaled by the vector (1,1,-1) somehow.


It simply inverts the color rendered by your shader


You can only have 4 overlapping point lights. I guess your radii must overlap. You can read more about standard issues with lights in the lighting troubleshooting guide.


It might be worth taking a look at the difference between depth pass and depth algorithms for the shadow volumes rendering (https://en.wikipedia.org/wiki/Shadow_volume) since the problem is similar IIRC. It might be easier to convince yourself with the shadows. You have some pictures here ...


I encountered this problem as well. I believe it is due to using the editor that unity doesn't load it as quickly and as a result not all the shaders are implemented or not all the lighting that is baked is configured. All I can suggest is wait for a fix. In the meantime it does not actually affect the project when you build it, and when testing you should ...


You're not actually rotating the light - at least not in the direction you think you are. You said you're using LightDir[1]++ to change the direction of the light. The direction starts as (0, 0, -1) - the negative Z direction (which appears to be towards the camera, in your program). After you press the "rotate light" key a bunch of times, the light ...

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