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yeah that is a good tip! although i wonder why adding uvs to the mesh changes the way normals are handled, i will try to dig deeper and let you know what i find, thanks for the help!
oh thx for the quick reply! Do you know a workaround for this? Maybe using object pos and view pos? Tried it but without luck :(
Softimage (XSI), Left to Right, Worldmachine aswell... but to be honest i dont mind the direction. 
I think the preview and node browser should stay where they are, node tree itself could be flipped. For me its a minimum priority thing though
any news on this? we are coming closer to a release and lightmaps would benefit performance a lot.
Mistake is on my side, instanced gameobject did not get the cast shadow setting from the prefab.
Since we used hideflags on it we did not see the mistake right away.

sorry, can be closed!
also restarting unity / switching to deferred in the player settings did not help, anything else to try while i still have unity open on the testproject?
tried through all kind of setting combinations but it did not help at all... i noticed the instruction count seems strangely high though:

nope... forward, have to try if it makes any difference