I’ve run into a strange issue when importing a certain model…

This was modeled in Blender, all materials were generated in Blender. I then exported it from Blender to .fbx, and saved that to the assets folder. But no matter what I do, parts of this model do not appear to be lit. The shader in Unity is a standard diffuse shader.
I’ve made sure normals and tangents have been calculated correctly in both programs, but nothing seems to have an effect. Creating a new material in Unity doesn’t solve it either. If I rotate the selected part, the entire object changes its shading, but the shading remains uniformly lit, as if it were all the same normal.
Any thoughts why this might be happening?
Anyone have a clue?
– anon38255595Not in this case I haven't, I'm using it for debugging runtime errors. It worked fine previously outside of a custom editor too, so maybe that was some change with 2019, but again it built using these before if I remember correctly.
– iHaveReturnd