So I have a relatively simple shader that is meant to light up a sprite at all angles (even from behind). The sprite is viewed from an isometric(3D) angle, and once a point light that rotates around the said sprite reaches the bottom left of the object; the way the light works seems totally different from the other angles. It really doesn't make sense to me how just one of the four corners is broken. Code (CSharp): Shader "pls" { Edit: shader was here } If more info is needed ill post some pics but help would be GREATLY appreciated! EDIT: So what I have found to cause this problem is flipping the sprites x scale. However I'm still not sure how to go about getting around this. EDIT2: Just gonna flip the uvs instead of the scale. this should sort it.