Shadow Banding

I am playing around with procedural terrain generation and I am seeing some serious shadow banding.


Some details
I am using Unity 3.5 (free)
I am not using the built-in terrain generator.
The terrain is built of multiple meshes but the bands aren’t associated with the edge of a mesh.
There is a single directional light in the scene.
I am using RecalculateNormals

Pseudocode for mesh generation

Add components: MeshFilter, MeshRenderer, MeshCollider
Build vertex array/uv coords
Calculate tangents
mesh.vertices = vertex array
Build triangle index
mesh.triangles = triangle array
mesh.RecalculateNormals()
mesh.tangents = tanget array
meshCollider.sharedMesh = mesh

Any ideas?

This is a closeup section of a single 64x64 vertex mesh. I added some code to draw the normals. They look OK to me, so I’m not sure what is causing this banding artifact.