I've been trying to do this with the edit normal modifier, but I can't get it how I want, and that is because I don't full understand how to use that modifier. Maybe there is a better / simpler way than what I am doing?
I am making grass in Blender that will be used in Unity. I have a mesh with the grass texture on it. I make a grass patch out of these meshes, then export to Unity.
Here is an example of a patch of grass (it's not very good, but am not after realistic looking grass, it's more of a learning exercise).
Here is what it looks like when in Unity (note: I import the normals). The shader the patches are using is the Standard shader with culling off.
So patches are placed down with a random rotation, but you can see that some faces of the patch don't receive the light evenly. I assume this is due to the normals.
Here is another image where I try to edit the normals in Blender. You can see it has slightly better lighting. I don't full get what I am doing with the modifier, but I tried different things (box seems to work the best so far).
I basically want all faces to receive equal lighting.