Hi, it seams Unity team forgot to support Single Pass Stereo Rendering for LWRP TerrainLit shader. Other LWRP shaders have it, even some "internal" shaders of Terrain shader (like WavingGrass) have support for Single Pass Stereo. If you want to reproduce - use LWRP VR template, put a terrain and any 3D model on scene and run on device - right eye picture will have some kind of "shadow object" behind 3D model in the part where model overlaps terrain (at least on GearVR). Sorry for terminology, I'm totally new to Unity, shaders, 3D modelling etc... So I made a fix based on this Unity doc (check Custom shaders section) and code from other Lit shaders inside LWRP package. You need to add one line to struct Varyings in TerrainDetailLit.shader file: UNITY_VERTEX_INPUT_INSTANCE_ID and several lines to file TerrainLitPasses.hlsl: 1. Two lines to struct Varyings UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO 2. Two lines UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); to method Varyings SplatmapVert(Attributes v) right after line UNITY_SETUP_INSTANCE_ID(v); 3. Two lines UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); in the very beginning of method half4 SplatmapFragment(Varyings IN) : SV_TARGET This totally solved the issue for me. Attached are modified files for your convenience. Replace corresponding files in <<PathToYourProject>>\Library\PackageCache\firstname.lastname@example.org\Shaders\Terrain\ folder.