Sun Light and/or Directional Light Shadows Underwater not lighting area correctly

Describe the bug:
using default sunlight at 1200 or directional light at a 45 degree angle (see screenshot), underwater world does not paint shadows correctly.

How do you cause this bug?

  1. create blank world
  2. under voxel meshes, duplicate terrain and name water
  3. fill water voxel mesh as water (deep water was used here)
  4. place water above terrain and extrude to make water volume of 800 to 1000 deep
  5. set water back to original position
  6. adjust time of day to 1200 or place directional light at 45 degrees
  7. place platform under startlocation
  8. move startlocation above water
  9. preview or not as editor will also not shadow correctly
  10. after spawn in, jump in water
  11. submerge in water to bottom

screen shot has additional items to show for shadows
i found it easier to see the bug with a directional light underwater
just toggling the shadows on and off in the editor.
sometimes it works, and other times not.

Screenshots / video of bug:

Which platform: PC / Stadia
stadia chromebox

Which input: Controller / keyboard + mouse
controller and mouse/kbd

Your Crayta username: sinjin

Game seen in (including “Hub” or “Editor for XYZ”):
Water Light Test
also appears in the other 6 attempts at an underwater world

How regularly do you see this? (E.g. 2/3 times - please try 3 times if possible):

Time + date seen: 2022-05-11 2300 GMT

Version number (found in Help tab in Settings):

(PC only) hardware specs (upload dxdiag file if possible - Open and run DxDiag.exe):

The more information you provide, the more likely it is that this bug can be fixed quickly! Also, if this was discussed in Discord / Reddit / elsewhere, it might help to include a screenshot of that discussion!

having shadows from sunlight or a directional light underwater, really helps give the feeling of depth and also direction for the user to see where the player is in relation to the world.

Hey there @sinjin!

Thanks for bringing this issue to our attention, this is a interesting issue indeed.

I have opened up a ticket so our internal team can investigate this issue further along with that other issue you provided not too long ago.