Very simple to demonstrate. Two planes. Two point lights in Baked mode. One plane has legacy shader with texture and normal map, the other is a standard shader with the same texture and normal map.
No light-map and it looks ok. See 1st image.
Non-directional light-map is ok and looks similar to no light-map which I’d expect
Directional or Directional Specular light-maps have the light intensity blown out. See 2nd image.
I can confirm. When I built a scene, some materials were VERY bright but in the Editor I didn’t see that. Strange! However, when I installed Unity 5.0 Beta 18, the materials looked the same in the Editor and in the build. I used a directional light on the scene.
Did the materials also looked the same between the Editor and Player when the Player was using baked light-maps? Do your materials have normal maps? This doesn’t occur if the materials don’t have normal maps, e.g. for bumped shaders.
Did the materials also looked the same between the Editor and Player when the Player was using baked light-maps?
– They looked the same in the Editor and in the Player. Only when I built the scene, I saw that some material were so bright that I didn’t see details.
Do your materials have normal maps?
No normal maps. I use standard shaders (new ones in Unity).
Now, all looks great. No difference between the Editor and Player and the build scene.
How do you guys even have time to put together examples like this whenever you encounter a bug? I’ve encountered this and countless others. Right now the beta is completely unusable, and I’ve reverted back to 4.6 so that I can actually make games rather than help unity testers do their jobs.