Lighting on plant changes after being re-parented

Hello, I’ve been trying to figure out why whenever I use a script place an object down with this line of code, the object gets a weird shader effect where the brights are really bright–kind of shiny:

GameObject clone = Instantiate(objectToPlace, hit.collider.transform.position, hit.collider.transform.rotation) as GameObject;
clone.transform.parent = hit.collider.transform;

I’ve tried parenting the object to a different transform, and the effect goes away. The parent object is simply a cube without its mesh renderer active, so I’m not sure why it’s being weird. The only difference between that parent and a parent that makes the effect go away is that the cube was previously instantiated (as part of a grid system). The code to do this is:

gos[i,j] = Instantiate(Resources.Load("Cell")) as GameObject;

And then it is assigned a layer. I can’t think of anything else out of the ordinary. Any help would be appreciated!

Turns out this was because I was using the nature/tree soft occlusion leaves shader for the clone. When the parent transform was adjusted, my clone’s scale was changed to match its parent, and any scale change for that shader messes up the lighting (as you see here).

To fix it, use a different shader or change the size by the mesh import scale factor parameter. Alternatively you can just lower the directional occlusion on the shader to mitigate the messed up lighting effect (this is the route I’m going).