Realtime light banding on repeated cubes?

I’m in forward rendering in orthographic. Realtime GI is on, but no baked lightmaps.

I have a wall that is lined up cuboid models. In some areas of the level light banding is visible along the wall.

Here is an example:

Along the left wall, you can see sudden changes in lighting.
Sometimes, it appears correct, as is the case on the right wall, but not the left:

I tried recalculating normals on the fairly simple mesh:

All objects are lightmap static, have no compression on. Is there something I’m missing to make the lighting transition smooth?

Thanks.

Edit: There is no ambient light in this scene, all the lights are point-lights, if it matters.

Are the normals correct? I don’t know Blender but at least there it looks like the normals are smoothed. But this should then result in a much worse result.

Another issue might be that you are using forward rendering and no Lightmaps. Maybe you should consider lightmaps or deferred rendering as it seems that many lights hit one object and that is not good for performance. For testing you can adjust Pixel Light Count in the Quality Settings.

Increasing pixel light count fixed it, thank you!

I realize this is bad for performance - but for iteration and level-building convenience it’s fine for now. I’ll bake the whole thing into one mesh and lightmap it after the fact.