When using a Directional Light to cast shadows on a cylinder object in a simple indoor scene, part of the floor does not receive the shadow from the cylinder, as shown in the red-circled area in the screenshot.
This problems usually happen because shadow map from the directional light is too small, clipped, or low precision for area being rendered. If u want it I can explain more detail about it.
This is interesting, did you solve it? Definitely recommend playing with shadow resolution, distances, biases, etc. as the calculations can make weird decisions for precision (for example if your shadow distance is 4000, you’ll get weird behavior at distances like 5 and 10)
