Terrain is generated flat on Vulkan. Steps to reproduce:
Method 1 (in Editor)
* add mapmagic object and choose any graph
* leave default settings for Apply type: "Texture to heightmap"
* check that everything is ok
* switch backend from OpenGL to Vulkan
* press regenerate button in a graph
* all points of a graph are at 0 height but height-based texturing is ok (cliff edges, polar poles), so it's the problem not with internal MM2 calculation, but on how it applies a height to terrain
* check that trees and objects are floating in air (as terrain height hasn't applied)
Method 2:
* check that everything is OK in editor with pinned tiles in OpenGL
* build a player (doesn't matter mono or IL2CPP)
* start a with -force-vulkan
* see that everything is normal for pinned pregenerated terains
* go to the end of generated tile
* observe that newly generated tiles have the same problem
* observe that previously generated with OpenGL (in editor) pinned tiles have right terrain height
Setting apply type to either "Set Heights" or "Set Heights Delay LOD" solves it, but it's slower.
More info: Unity 2020.2.5f1, builtin-rip, no MicroSplat, RTX 2070, Linux (so I have to choose between old OpenGL 4.5 and noticeably faster Vulkan)