I am having issues with lighting artifacts on my procedural mesh. I just want a simple lighting effect yet the lights create strange geometric patterns and the source almost looks smeared across the mesh unless it is at 0,0. I am using RecalculateNormals() to generate my normals. My Mesh is very simple and consists of quads at various angles essentially. Nothing complex. Does anyone know any solutions to this issue? Below are two pictures with my mesh and light settings.
I figured it out. Really simple actually. The material was set to enable reflections and specular highlights which were causing the light to behave in unanticipated ways.