I’m assuming you’re using a stationary directional light with cascades?
When you’re close to stuff the system shows you dynamic shadows, when you reach the cascade distance set in the directional light details, it switches to the static shadow.
Two ways to make it look better:
Increase the cascade distance in the directional light
Increase the lightmap resolution on the mesh you’re showing here.
I notice this too in a basic scene I have, though it’s the shadow of a small rectangular room. Setting the CSM distance to 50,000, with 4 cascades, 20% (0.2) transition region, and a moderate fadeout fraction results in shadows that are there for about half of a cascade. So I start close to the room, back off with the camera, and the shadows fade and dissolve as I get further. Then the next cascade pops in, and fades / dissolves as I get further…until at 50,000 the shadows disappear more abruptly. But at the point before they disappear abruptly, the shape of the shadows look choppy / odd-shaped just before being gone. It happens with CSM distributed closer to the camera and further from camera (exponent). What are the proper settings of CSM for this to not occur?
I know one other option is mesh distance fields combined with the global distance field. Do those result in whole shadows, even at farther distances?
I disabled static lighting and it allowed me to push the CSM distance a bit further but the shadow fading is still there but less apparent, the light is in a bp I use for a day/night cycle so building the lighting wouldn’t be ideal since the shadows are constantly moving.
I’ll mark this as answered since I got it to a point where it’s not too noticeable thanks!