SpeedTree 8 shaders incorrect lighting when not using SS

The same tree, left is using a standard surface shader, the right is using SpeedTree 8 shader without a Subsurface map.
I don’t know how performance heavy SpeedTrees implementation of subsurface is, but I would rather have it disabled and behave like the shader on the left, 1 for performance and 2 I haven’t been able to get good results with it anyway.

Unfortunately the billboards also behave like this.

Is this a known issue? Or expected behavior? If this is expected it would be great to be able to not use subsurface at all and have correct shading.

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Did you figure it out eventually?

SpeedTree doesn’t seem to be supported anymore by Unity, or the SpeedTree team.

Their shaders don’t even work in URP at all.