Procedural mesh shadow Issue

Hello, I have this problem on my procedural landscape. Is any way to fix it? I’ve checked normals and seems they are ok…

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).