Hello. I believe that you would have the same result if you were using Unreal or CryEngine, so this is something that you should deal with artistically rather than technically.As for the lighting and foliage, the lighting / shadowmaps and terrain system in Unity isn't fantastic to say the least. I've been wondering exactly what to do about it..
The foliage in your picture seems to grow out of the cobblestone ground. It would look better if you could blend the two elements together with either texturing (by overlaying a decal mesh with a semitransparent texture over the ground), or simply by using vertex colouring - a cheap feature that sometimes we tend to forget about.
Eric Chadwick of Polycount has dealt with a similar problem using vertex colouring: http://www.polycount.com/forum/showpost.php?p=1925699&postcount=311
Texturing is just on oversight because the terrain is so large, I can fix that very easily. The issue is with the tree system, how grass foliage in wind zones is displayed..
That fuzzy look, that amplified with a lot of weird artifacts when you move around. I've seen a voxel system for Unity which eradicates this issue but it cost's $3000.00..
I have a lot of issues with flickering lighting and shadowmaps and pixels showing through the trees as blocks.. Thanks for the link, I'll check it out.