Hi all
I’m procedurally generating a single mesh. This mesh is assigned to a MeshFilter which is rendered via a MeshRenderer.
As I rotate the camera around the mesh there is a definite point where the lighting stops being applied:
This strikes me as something that is probably a common rendering issue. The material is the default diffuse, which should rule out any funky shader behaviour.
Is anyone familiar with this issue and any potential fixes?
Thanks,
Ves