I was experimenting with the Pixel Lighting shader and point lights, and noticed that the z-spacing seems to move the wrong pieces.
You can see that some pieces should be in front (feet) while others should be behind. This shader seems to move the wrong ones when changing spacing.
If I move the camera to the otherside the order is correct, however that's the backside cause when I turn on back face culling that side gets culled out.
When trying out the vertex shader I found this not to be an issue. Likely because the pieces draw works differently under that shader.
Am I doing something wrong?