Serious shadow bleeding problems!
So, I'm testing toon shading for the first time in unity 5.3 for a minecraft type game. I've imported custom unwrapped cube from blender with a texture. I'm using the default toon -lit shader with just a texture and no toon ramp. But the problem is when I build the lighting (realtime gi), I get these bleeding shadows from my cubes like this:. Is this related to my UV maps or somethings wrong in my lighting settings? How can I fix this?
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