Hi, I'm trying to use unity_LightAtten[0].z to calculate attenuation ( it's ForwardAdd pass ) Code (csharp): float atten = 1.0 / ( 1.0 + lengthSq * unity_LightAtten[0].z ); It looks like unity_LightAtten[0].z is always 0 for point lights. Can't get it working. I can't read the light range either. Changing light range in the editor doesn't affect the way the light works with my model. Are the attenuation and range exposed to the shader? I know there are variables declared in cginc files but values they take don't seem to be correct. I use ForwardBase and ForwardAdd passes to render my model. Thanks, Jsr