I'm trying to make a simple "night" scene, but for some weird reasons shadows are completely screwed when using deferred rendering path. This is on Unity 2017.3.0f3. Here's two screenshots of same scene spot, taken with realtime shadows. Terrain size is 3000x3000. Only one directional light source is used: Lighting settings: Sun: Deferred: Legacy deferred: However, when legacy deferred used - it's completely fine. I've tried bumping shadow draw distance and tweaking terrain distance settings, but it seems they've no effect at all. I've also tried building and running scene and got same result as above. I wonder, what could cause this? Default terrain shaders or something else?