Weird lighting on procedural mesh in forward rendering mode

I have been wrestling with the problem for a while. The scene below is a procedural mesh with a spot light on the left half. The normals are calculated ( seen in purple ) and the portions of the mesh not in the spot light are fine. It seems where ever the spot light is there is a wierd box that follows it and all my generated meshes inside that box suffer from this problem. Has anyone seen anything like this? I also have put a standard unity sphere in the scene, it is lit strangely also but at least all the tris are the same.

55754-untitled2.png

55752-untitled.png

those normals are not smooth thats why you are probably not sharing vertices , in which case the normals on the edge get messed up , as for the strange lighting with the sudden stop and black areas , seems to be a glitch with your shader , try using a standard unity shader , or ensure your blending is correct if you are using a tri-planar shader(this is to ensure there is no black lines) otherwise i’d say its probably a glitch with unity .