Imported maps have one-sided walls, which results in broken real-time light shadows. Using Reverse Cull Face on the light and using a negative bias value does not always fix this, but changing the MeshInstances' shadow casting mode to Double Sided does fix this :slightly_smiling_face:
Default shadow on DirectionalLight
Reverse Cull Face on DirectionalLight
Double-sided Shadows on MeshInstances
It's still not perfect, but it's much better than it used to be. I have a pending PR for this.
Imported maps have one-sided walls, which results in broken real-time light shadows. Using Reverse Cull Face on the light and using a negative bias value does not always fix this, but changing the MeshInstances' shadow casting mode to Double Sided does fix this :slightly_smiling_face:
Default shadow on DirectionalLight
Reverse Cull Face on DirectionalLight
Double-sided Shadows on MeshInstances
It's still not perfect, but it's much better than it used to be. I have a pending PR for this.