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Waterfall + Stock Config Plume lighting problem?


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I'm not sure, but this looks like an artifact caused by having the pixel light count set too low.  For each mesh, Unity will select up to N lights where N is the pixel light count.  Since each engine nozzle probably has its own light, the normal limit of 8 or so isn't enough and it culls lights that are pretty important.

Rather than increasing it (past 8 anyway) I'd suggest installing Deferred, which completely changes the lighting model so that there's no limit on how many lights can affect a given mesh.

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