How do you make a deformed plane flat shaded

I created this mesh as a “grid” primitive in blender, set its shading to flat then exported it as a DAE. Imported it into Unity and it looked like you see in the picture. I also tried the method I have see from searching around where you calculate the normals in Unity (instead of importing them) and setting the Smoothing Angle to ‘0’ but no dice.

What am I missing?

After several additional hours of searching around, I found out why the suggested method was not working. It turns out Mesh.RecalculateNormals() also resets the smoothing angle to its default value. This is unfortunate because there is currently no way to programmatically set the smoothing angle of a mesh.

In the case of my project, I’m dynamically deforming the mesh, so I have to use RecalculateNormals()

Some other possible solutions I have found involve splitting all the triangles so they don’t share verts between them. OR using a shader. I’m looking into the shader route as I would rather not have to deal with that many verts.