Compensate color difference between real-time and baked lighting?

This is something that is tormenting me since i started lightmapping.

If i setup a new project with a simple scene like this:

  • Mixed directional light.
  • Disable real-time lighting.
  • Enable whatever baked lighting mode.
  • Two cubes; unity’s default material, one lightmap static, the other dynamic.

The result is the dynamic cube being different than the static. As far as i understand they differ cause real time lighting has less “fidelty” for performance reasons.

But how this is compensated?

Gamma or Linear? On Linear they should be close enough.

Also, post screenshots

Gamma. It’s a new created project in Unity 2017.1.

Subtractive:


Shadowmasking:

The left cube is the dynamic one, and the right the static. They both share the same default material. Plane is also static.

Placing a couple of light probes around the dynamic cube might help a bit, but for Gamma there’s only so much you can do.

Can’t you use Linear?