##Quick Edit, have found this is a problem with the GPU Lightmapper in Unity 2019.1.11f1 specifically and have submitted a Bug Report for it as using Enlighten(now deprecated) and Progressive CPU lightmapper produces perfect results! ##
Have been looking into using Speedtree assets for a mobile VR game, for this we need to keep as much of the lighting baked down as possible. However, when placing speedtrees with the terrain tools in Unity, we are unable to get the shadows cast from the trees to bake with the terrain lightmap.
Is this by design, or am I missing something obvious, even setting the Speedtree to ‘static’ and making its lightmap scale 0 (so it doesn’t bake a lightmap on itself) creates some awfully glitchy looking lightmap bakes.
We were originally using custom made tree meshes and the Unity built in Nature/Tree Creator created trees which did not have this problem which is a shame as we are keen to use Speedtree for production!
See below bake without trees static and bake with trees static

