Baked Indirect, unreached dark places

Hi, i have problems with baked indirect, looks like light not reaching some places,
Even if i increase Max Bounces to 10, I cant increase it too mush im baking 4,400 x 4,400 size world so im trying to keep settings as low as possible,
I have Lisghtmoap resolution value 30, max lightmap size 1024, also increased indirect intensity little bit 1,25.

all the meshes have Generate Lightmap UVs checked.

you can see in one of the screens i tried dark places light with reflection probes but it still looks washed out, am I missing something? How can i solve this problem?




It sure does look like messed up UVs. Can you check the UV overlap and Texel validity scene view modes to see if there is any red. Unity - Manual: Debug Draw Modes for lighting reference

but generate lightmap uvs not supposed to solve that problem?

Generate Lightmap UVs is supposed to prevent overlapping UVs. It won’t do anything to prevent texel validity artifacts - those are usually caused by exposed backfaces on objects with materials that don’t use Double Sided GI. Aside from that, the built in unwrapper isn’t perfect, and you may be encountering a bug. The only way to tell for sure is to inspect the results using the view modes I mentioned.