How to prevent large objects being culled from directional light's shadow.

Hello. I am in the process of modifying my game so that lumen is completely disabled. I am using the screen space lighting system and have reflections set as screen space

I am encountering an issue in a specific procedurally generated map (so no light baking) modifier where there are large walls around the map. Basically, when you are not facing the large structures, their shadow calculation goes a little wonky.

I presume this is because they are being culled out of view, and then not included in the shadow calculations.

So far, I have:
Never distance cull = true
Treat as background for occlusion = true
ray tracing group culling priority = 0 never cull
bounds scale = 5.

The attached video shows the issue.

Also, if anyone’s here and willing to help with an additional question, I’ve noticed that now dark areas on the screen have a grainy noisyness. I presume this is because they’re too dark and their only contributing lighting is from looking directly at something bright.

Is there anything I can do about that? Or is it just a “you’re just trying do have parts of your environment too dark” issue.