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.
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 .