After 5.6 build lightmap, get the wrong shadow

I don’t want to let the grass appears local dimming, custom a lighting model in surface shaders
, it is ok.But after baking, shadowis wrong.Who knows why?

Shader "Custom/Test" {
    Properties{
        _MainTex("Texture", 2D) = "white" {}
        _Cutoff("Alpha cutoff", Range(0,1)) = 0.5
    }
    SubShader{
        Tags{ "RenderType" = "Opaque" }
        Cull Off
        CGPROGRAM
        #pragma surface surf MyLight
        #include "Lighting.cginc"

        inline fixed4 UnityMyBlinnPhongLight(SurfaceOutput s, half3 viewDir, UnityLight light)
        {
            fixed4 c;
            c.rgb = s.Albedo * light.color;
            c.a = s.Alpha;

            return c;
        }

        inline fixed4 LightingMyLight(SurfaceOutput s, half3 viewDir, UnityGI gi)
        {
            fixed4 c;
            c = UnityMyBlinnPhongLight(s, viewDir, gi.light);

            #if defined(DIRLIGHTMAP_SEPARATE)
            #ifdef LIGHTMAP_ON
                    c += UnityMyBlinnPhongLight(s, viewDir, gi.light2);
            #endif
            #ifdef DYNAMICLIGHTMAP_ON
                    c += UnityMyBlinnPhongLight(s, viewDir, gi.light3);
            #endif
            #endif

            #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT
                    c.rgb += s.Albedo * gi.indirect.diffuse;
            #endif

            return c;
        }
        inline void LightingMyLight_GI(SurfaceOutput s, UnityGIInput data, inout UnityGI gi)
        {
       
            LightingBlinnPhong_GI(s, data, gi);
        }

        struct Input {
            float2 uv_MainTex;
        };

        sampler2D _MainTex;
        half _Cutoff;
        void surf(Input IN, inout SurfaceOutput o) {
            half4 c = tex2D(_MainTex, IN.uv_MainTex);
            clip(c.a - _Cutoff);
            o.Albedo = c.rgb;
            o.Alpha = c.a;
        }
    ENDCG
    }
        Fallback Off
}

2975566--221157--beforebake.jpg
2975566--221158--afterbake.jpg

Hey @WQ-Charles

Thank you for reporting this issue. So your shader seems fine but maybe something is wrong with the content? Have you perhaps checked for overlapping UVs? You can enable “Generate Lightmap UVs” in order to avoid overlapping texels in your UVs. Also, this shouldn’t matter but are you using mixed lights?

Thank you,
QA Team