When a face of a Spatial is not exposed to a light source, that face is completely black, and I don’t want that. I want the texture on that face to be visible but not completely clear.
I know that ShadowRenderer has a shadow intensity setting, but that doesn’t do exactly what I want done.
You can use multiple DirectionalLights , pointlights on the same spatial with different directions so , you make sure that it gets illuminated from all the directions , if you donot want ambient light.
Generally you should also look at PBR that have it better way using Light probes that blend each other, so in cave you would have dark light probe, while in external light one.