Update on previous - he says it's alternating between 2 textures and it's fixed in his second version of the shader. Which of course, we can't use because it doesn't work on Unity 5_2_3.
For your bulkhead issue, the blend in the outer rough may not show when it's CF spline only without grass. If you turn on "Shaded wireframe" view, you will see your mesh sticking through the rocks.
2 options for fixes - reload your pre lowered terrain, and
#1 - move your spline points in and recalculate your mesh. Watch in wireframe view
#2 - remove or decrease your blend in the rough and recalculate your mesh. You may want to create a rough specific for bulkheads if you want a blend maintained on your other areas of the course.
The point is that the outer mesh usually extends beyond what you "see" because the blend has alpha cutoff in it and you don't visualize the entire texture. Floating in air like that, you may not see it but it's there.
There would be other fixes is I reload the pre-lowered terrain, so I am not willing to consider that at this point. Thanks for the feedback though. It looks like there will be 17/18 holes with 3DG lol
Ahhh well, its a par 3 and the tee box is also a bulkhead, so only those that miss their snap horribly will ever notice it haha
EDIT: wait sec... maybe I could duplicate project and get the fbx from the dup project and use that in production version? Need to think about that some...
GIGABYTE Z390 AORUS Pro
64 GB DDR4 3200
MSI GeForce GTX 1080 Ti Gaming X
Win 10 Home Premium on 1TB SSD
Bradford Links - released
Ironwood - released
Cypress Landing - released