Shiny Grass on Terrain?

So since Unity 5, I’ve noticed an issue with grass. This happens will billboarding, and detail meshes on the unity terrain. It also happens with ANY terrain shader, from legacy diffuse, to legacy specular, to standard, etc. The grass is super shiny (of course depending on the sun and the camera angle) and it looks AWFUL. Also I have noticed the standard shader is WAY too shiny on the terrain as well… but that’s another topic.

How can I fix this? I have access to the terrainengine.cgic file etc. I have looked through them and I can’t seem to figure it out. REALLY need help on this. Thanks!

If you are using the deferred rendering path, then this is the result of grasses being rendered with the standard lighting model (basically every opaque object is rendered with the standard shader in deferred path). Grasses use the normal of the terrain underneath for lighting calculation, and this doesn’t work quite well with the standard lighting model.

We will force grasses to render in forward path in 5.2. That should fix the problem.

To fix it by yourself, you can drop WavingGrass.shader or WavingGrassBillboard.shader from our built-in shader release into your project folder, and add “exclude_path:deferred” at the end of the “#pragma surface…” line.

Still happened actually, even in 5.2 beta

I checked our release notes again and the fix didn’t make it into 5.1. I corrected my original reply. 5.2 beta should have it though.