Weird ground shadows with alpha cutout textures and baked lighting

I’m using some grass patches that have alpha cutout textures on them (unity standard shader) that gives me weird shadow artifacts with baked lighting. Grass shadows in the light are fine, but when they’re in shade they give these blocky looking ones

My best guess is that it seems that indirect lighting doesn’t take into account the texture’s alpha, resulting in those blocky shadows on the left. This problem goes away if I disable shadows on the grass but then I don’t have shadows cast from the grass in the light. I’ve tried changing lightmapping parameters but nothing solves this so far.

Anyone else have this issue? If there’s no work around for the standard shader, is there one you’ve used before that doesn’t have this issue?

It is because the shadows are not the highest quality you can get. And better not to try to achieve higher. The possible workaround is to select your grass, in inspector where it says static, expand it and uncheck lightmap static. This way the grass will not be baked.