Baked lightmaps, shadows on terrain messed up

I’m trying to bake lightmaps and have nice looking shadows from static trees placed on a terrain (this is going mobile so I need performance, can’t use too much Realtime shadows). The result is completely opposite. There is a big dark square, trees shadows are barely visible.
Using URP, Unity 2021.1.11f1.
It goes from this
Imgur: The magic of the Internet (for some reason it’s not showing image so posting link)

To this

Baked Lightmap view

Here are my Lightmapping Settings

Terrain is 100x100, which is small, here are the terrain lightmapping settings

Increase scale in lightmap

Looks like the lightmap have lots of invalid texels, probably due to rays hitting lots of back-facing, single sided geometry. Please have a look at the texel validity scene view mode Unity - Manual: Scene View Draw Modes for lighting (unity3d.com).
You can experiment with double sided GI on materials Unity - Manual: Material Inspector reference (unity3d.com) or increasing backface tolerance Unity - Manual: Lightmap Parameters Asset (unity3d.com) (or both at the same time).