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?