I'm quite sure that I'm missing something very simple here, but I'm a complete Unity noob and I absolutely can't figure out what I'm seeing.
I'm trying to light a sphere from both sides, perpendicular to the camera angle, to create an effect where each side of the sphere is illuminated but there's a strip of darkness down the center. Instead, I'm getting really weird angles from the two lights.
My setup (I've quintuple checked all numbers)...
- A single sphere (textured like Mars) at position (0, 0, 0).
- An orthographic camera pointed at it from position (0, 0, -20) and rotation (0, 0, 0).
- Two Point lights at (-5, 0, 0) and (5, 0, 0), with the same intensity and all other light settings.
By my understanding, that should position each light equidistant from the sphere, exactly on either side from the camera's POV. Sort of like a capital " T " configuration. In theory their shine on the sphere should be mirrored on each side, complimentary angles toward the sphere from exactly horizontal. Instead, I'm getting this:
So, instead of being horizontal and mirrored, it appears as though the Right Light is significantly closer to the camera than the Left Light along the Z axis, and they both seem to be somewhat below the vertical center of the sphere (despite all elements having a Y value of zero).
Can someone help me out here? Does Unity handle perspective in a way I'm not getting, or have I messed up my arrangement of elements? And aside from eyeballing it, what positions should I use to create the effect I'm going for?