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.
