So, I am making a simple top down game, as an exercise mostly, and I am trying to get a uniform type of lightning going. But it's not really working. This game mixes sprites, text mesh and 3d objects, all seen straight down from the camera. Hard 90 degree angles, top down. So, the sprites, ignore all lightning it seems. I can deal with that. The text mesh does as well, perhaps, but that's okay. The hexagons however, are not behaving as I'd expect. They are all identical. Same prefab, same texture. But the ones on the lower left corner are significantly darker then the ones on in the upper right corner. Not what I would expect; The camera uses an an almost completly black solid color, is orthographic and size 4. The directional light is not rotated, aimed straight at the scene, and uses an slight off white color. The way I'd expect it to behave is to have equal lightning everywhere. Is something else happening? Is light bouncing of the hex tile because they are 3d models? The strange thing is, if I delete the directional light from the scene completely; I almost get the ambient equal lightning effect I want; Just far to dark, and still lit up even though there are no light sources in the scene. I can't really find an ambient slider or such. As I am a coder first and not an artist, I feel like I am missing some sort of key understanding or such. Anyone have an idea?