useDiffuseMapAlphaChannelForCutout - If set to true, material will be changed to the Alpha Cutout and appropriate shader-keywords will be automatically enabled.
//Example of exporting Basemap textures from terrain and creating material
//Exporting Basemap Diffuse, Normal, Mask and Occlusion textures
Texture2D diffuseMap = terrainData.TerrainToMesh().ExportBasemapDiffuseTexture(...);
Texture2D normalMap = terrainData.TerrainToMesh().ExportBasemapNormalTexture(...);
Texture2D maskMap = terrainData.TerrainToMesh().ExportBasemapMaskTexture(...);
Texture2D occlusionMap = terrainData.TerrainToMesh().ExportBasemapOcclusionTexture(...);
//Creating defaul material
Material material = new Material(TerrainToMeshUtilities.GetDefaultShader());
//Setting up material to use required textures
TerrainToMeshUtilities.SetupDefaultMaterial(material, diffuseMap, false, normalMap, maskMap, occlusionMap);