Baked lights washing out normal maps

When I bake lights that illuminate a mesh that has a material using a normal map, the normal map gets “washed out”, i.e, the texture looks completely flat. Using real time lights, the desired effect is there (see attached image)

Is this the expected result? Why is that?
How do I get around it?

This is likely one of the limitations of Unity’s current directional lightmap implementation:

Overall, if you own a NVIDIA GPU, Windows and have some money to spend, I’d recommend to go with the Bakery Lightmapper instead of Unity’s ones.

Transpareny edit: Fixed grammar, spelling.

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That’s disappointing. Thanks for letting me know though, I will probably check that asset out.