Shading Errors when Fragment Normal Space and the Provided Normals are Both Using Tangent Space.
Whenever I provide my Shader Graph shader with tangent normals and my PBR Master Node has it's Fragment Normal Space is set to tangent, I end up with weird shading on the object.
This does not happen if I provide I set the Fragment Normal Space to World or Object, but in the documentation for the PBR Master Node (https://docs.unity3d.com/Packages/com.unity.shadergraph@8.1/manual/PBR-Master-Node.html) it says that the Fragment Normal Space has to be the the same as the coordinate space of the provided normals. Here you can see that I am providing the PBR Master Node with normals in Tangent space and I have it's Fragment Normal Space set to Tangent space, and for some reason that causes the strange shadows that can be seen on the left. Here you can see that I am providing the PBR Master Node with normals in Tangent space, but I have it's Fragment Normal Space set to World space, and for some reason that doesn't causes the strange shadows on the left.
Does anyone know why this happens?
Is this intended?
Is there any way to fix this?
Update: Upon rotating the mesh, seen on the left in both images, 90 degrees, the weird shading is present no matter what Fragment Normal Space is chosen.
Update 2: By setting the shadow cascade setting of my Render Pipeline to Two Cascades and then shifting size of the cascades, I can make the amount of weird shading lines increase or decrease. By making Cascade 0 bigger the lines grow until they cover the entire polygon, this makes it so that you can't see the weird lines, but the shadow is still weird. On the other hand, if I make Cascade 1 bigger the lines shrink until they can barely be seen, this makes it so that you can see the weird lines, but from a distance you don't really notice. If I try using Four Cascades only Cascade 0 and 1 affect the weird lines, 2 and 3 don't seem to do anything