Click on your light, uncheck the checkbox that says “Casts Shadows”. If you want it to be even more uniform than that, in the postprocess volume use an ambient cubemap.
Uncheck “Casts Shadows” in my lights help me, but partly. There are lighter and darker sides of my meshes. I would like to have a single light level for all parties of meshes
Ambient cubemap does not satisfy me. As I see I need to add several light sources (6), which has directional in different way ))) (Sorry for my English). I see this trick work for me. Of course lights must have identical intensity.