Hi everyone! I made some simple tilable models in blender and added a material within unity. These tiles are placed during run-time using procedural generation. In some occasions, as you can see below, the lighting behaves different on seperate tiles creating these visible seams. As previously descriped, this does not happen everywhere. Currently I'm using the Universal Render Pipeline. Does anybody know how to prevent this from happening? I've used different model import settings, lightmap settings, and URP render settings. Nothing seems to have solved it completely.