- Home /
Strange shading on procedural mesh
I've created a procedural terrain using cubes. Then I removed the unseen faces and combined similar vertex's together to get a cohesive mesh.
However, the shadows are strange, as you can see in the image below.
I'm using a standard bumped diffuse shader. Am I using the wrong shader(I haven't found one that doesn't make the same problem), or is it something else?
That could be an issue with vertex-based lighting. Are you sure it's not baked into the texture?
What are the normals for those verts?
Your answer
![](https://koobas.hobune.stream/wayback/20220613160319im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Procedurally generated, vertex colored mesh self-shadowing problem 0 Answers
Shadow artifects on mesh with Standard shader 1 Answer
Edge outline & 2D shadow Shader for planar mesh 0 Answers
Looking for Grass asset that can procedurally generate grass on a mesh at runtime 0 Answers
Procedural Mountain Generation 2 Answers