I’m using Unity 2019.1.2.
Everything is fine when I run the game in editor but when I make a build the grass on the terrain looks strange. To figure out what is happening I overrided all 3 shaders that unity uses for grass rendering: WavingDoublePass, BillboardWavingDoublePass and VertexLit. WavingDoublePass makes all colors blue, BillboardWavingDoublePass - purple and VertexLit - orange. All three shaders have Fallback Off.
Also I’m creating 2 terrains: the first one is created from script and anotrher I created in editor and added all 3 types of grass (meshes, billboards and vertexlit). And everything is right when I run the game in editor. But when I run the game from build one terrain (that was created manually in editor) looks fine, and another terrain (that is created from script) looks different. I cannot understand which shader is used for rendering grass. It is not WavingDoublePass, not BillboardWavingDoublePass and not VertexLit (because grass is not blue, not purple and not orange). I can see 4 different grass shaders in one frame.
Anybody knows how it can be possible?