baked lightmap is much brighter than the real time lighting

Not sure why.
But I found it might be the color space issue.
When I change the color space setting under project settings>player, from gamma to linear, the realtime version looks just exactly like the baked lightmap version.
And i noticed the lightmap file is exr which is usually linear space in 32bit.
So I presume it might be it.

Then the problem is, how can I change the color space settings to make it work?!
I cant find any other option to change it than the one under project settings>player. Which doesnt actually help when I bake it under one mode and switch to the other.

I know my current workarounds are 1) redo all the lighting under linear setting 2) change all the light map exr 's gamma from 2.2 to 1.

But they are all too much work at this point.

Is there any other smarter way to fix it?

Or maybe I missed something doing lightmapping?

Any help would be much appreciated!
Thanks very much!

*** forgot to mention I use ShaderForge for the shader

*** I also tried the standard shader, the result is the same. So what’s going on? So confusing~~

I might be wrong about the gamma/linear thing.

I just start a new project/scene with only a plan, a box, and a spotlight, all very basic stuff.
And I turn off skybox, change indirect intensity and ambient intensity to 0.

If I set the intensity of the spotlight to 1, the lightmap result is a bit different from the realtime one.
but if I set to 8, the result is crazily different, which is the same problem that I have above.

this is real time :

2877466--211057--upload_2016-12-7_21-13-33.png

this is baked:

2877466--211058--upload_2016-12-7_21-13-59.png

so is it normal?!

How can I get the baked version the same result with the real time one?
Anyone please?

Not sure if it’s the same issue I was having, but it sounds similar. My answer is here:
http://answers.unity3d.com/answers/1282951/view.html