We’re encountering an issue where any spinning and translating mesh that’s using this animated vertex shader (WPO) causes it to have totally inaccurate shadows and lighting.
P.S.The nodes are made in a way that makes the mesh rotating and move Locally, which is the desired effect since it will be travelling along a set path.
When you offset the mesh using the material, it will screw with the shadows ( because the mesh isn’t actually moving ). You might be able to fix it by increasing the mesh bounds