How I prevent an object to be self shadowed?

How I prevent an object to be self shadowed while being shadowed by other objets?
I’m working in a vertex/fragment shader with diffuse-wrap lighting model. As you can see in the image, self shadows are not looking good in kind of spherical geometry. I wonder if it is possible to disable the self-shadowing feature.
Something like culling front when creating the shadow maps¿?
Thanks

833672--31095--$selfshadowing.jpg

Yeah, I would like to know how to do this to.

Are you using forward rendering? If yes, you could just untick the “Receive shadows” box in the mesh renderer of the object. (This doesn’t work in deferred lighting, and I wonder if that’s a bug.)

That is the solution I’m currently using but this way the mesh is not receiving any shadows, and the only shadow I want to remove is its own.

Selective shadowing is difficult with Unity’s shadow map approach.

I’m not sure that wrapped Lambertian lighting is visually compatible with shadow maps in general, though. Without geometric self-shadowing, you’d have Bethesda-style hard edges between your dark shadows and the relatively light backs of your objects.