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Thanks for the reports. The 1st one is because of how the soft-shadow system I'm using uses that built-in light parameter in an inverted fashion. I don't want to fix because I think I'll break existing scenes.
For the 2nd one, it is because we are using a fake alpha shader on objects to avoid sorting issues and also so they can still cast and receive shadows correctly. Unfortunately that causes the artifacts you are seeing. This won't be fixable until 2.X with new shaders.