With virtual shadow maps (and all global illumination turned off), I have the following shadows on my planet geometry:
Shadow mask view:
The documentation mentions that low poly geometry with smooth normals can cause something similar to this (“shadow terminator problem”); however, I don’t even have a normal map attached.
World normals view:
What can I do to resolve this?
Documentation comment (unless I’m misunderstanding the root cause):
Low poly geometry with high curvature and smooth normals can exhibit artifacts. This is known as the “shadow terminator problem.” It also occurs in ray tracing and other highly accurate visibility queries. The issue stems from the mismatch between the real low poly geometry and the “smooth” shading normals
Which can be found from: Virtual Shadow Maps in Unreal Engine | Unreal Engine 5.4 Documentation | Epic Developer Community
Thanks for the help!