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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?
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