Fixed:
- duplicated names on multiple nodes for the small crystals and clusters. This isn't allowed and can cause ctds sometimes.
- Invalid light falloff angle. Negative infinity is not a valid angle. Testing showed no difference visually when setting it just to zero.
- Missing EnvMap_Light_Fade flag. this is an EnvMap shader, that flag is needed to ensure lighting works properly.
Seems like bethesda copypasted the same base crystal mesh for all of these

Attached Files:
Azura Crystals.7z