Hi there. I’m having a little lighting trouble. I have a dynamic mesh that is made up of blocks procedurally. In the screenshot below, I am in a cave. Looking down the cave, you can see the directional lighting shining through. That place is closed off to light, so this shouldn’t be happening (likely culling going on).
So moving down to the end, the light disappears and these artifacts show up in its place in the screen below. Messing with the shadow settings, it seems like light is reaching it somehow.
Here is a zoom out of the scene’s mesh. The red circle is currently what the player is looking at. I am viewing this from the east perspective of the camera facing. As you can also see, all the “caves” in the distance, undergo this lighting, too, due to culling most likely. What is a way to fix these problems in general? A way so that culling does not ruin the shadows of closed off mesh spaces and cause the problems above?