For the best quality, you can set the directional light to bake mode all, then select the terrain mesh and set it to use in baked lightmap (also make sure it has a UV2 map, you can create one by selecting the mesh and then clicking mesh at the top of the window and create UV2). Sadly, Godot does not work well with combining real time and baked shadows on the same object. So you will lose directional shadow on the player unless you create another light.