I’ve read some threads about this issue and solution that I found suggest changing order of vertices in triangles. I wrote method that do something like this, but after using this method I don’t see any changes
Similar problem if I create in 3d max a simple plane 100x100 segments and use blur or relax.
This effect in unity too, and I don’t use vertex lighting, it means that problem is not in my mesh
Maybe someone can give some advice?
Note, this isn’t a shadow issue, it’s a shading issue.
And this is just how it works, there’s nothing to fix as it’s shading correctly for the mesh you’re providing. Changing the order of vertices can help a little in specific corner cases (literally), but applied uniformly across the entire mesh won’t really do anything.
The solution is not to use a grid mesh (difficult with procedural stuff), or greatly increase the tessellation (bad for performance, and difficult to get right if done via shader tessellation), or apply a noisy normal map to hide it (what most people do).