Async loaded Addressable Terrain is glossy / shiny with urp

Hi,

when I load an terrain async as an addressable the terrain texture is glossy / shiny in Build.
In Play mode everything is fine. If I instantiate the terrain directly (not loaded async as addressable), everything is fine.

I am using URP.

Here is my test code to produce my test builds:

public class MapTest : MonoBehaviour
{
    public AssetReference _assetRef;

    public GameObject _gameObject;
   
    private IEnumerator LoadAsync()
    {
      
        AsyncOperationHandle<GameObject> goHandle = Addressables.LoadAssetAsync<GameObject>(_assetRef);

        yield return goHandle;

        if (goHandle.Status == AsyncOperationStatus.Succeeded)
        {
            GameObject obj = Instantiate(goHandle.Result, this.transform);

        }

    }
   

    private void Start()
    {
        //Instantiate(_gameObject);
        StartCoroutine(LoadAsync());
    }
}

Result in build as Addressable:

Result as GameObject:

Any idea what the issue may be?

@BurkhardK : If you’re using baked light scene, make sure you execute the below line after it is downloaded and loaded the scene.

SceneManager.SetActiveScene(Scene scene);

Thanks for your reply AvinashB9, I tried it but unfortunately it did not work.

@BurkhardK : What did you assign for asset reference? Is it a terrain, or prefab? I guess its the scene

I think I figured it out. I originally had graphics with alpha source in my terrain layers and only set them to “none” afterwards. Apparently the subsequent change was not fully applied. I have now created a new terrain layer and it works. Unfortunately, I now have to completely repaint my terrain.

Thanks for your help.

Are you found solve?