Conditions for DIRLIGHTMAP_COMBINED and DIRLIGHTMAP_SEPARATE

I get a mesh rendered differently in different situations. If I run the scene directly, the result will be correct. But if I load the scene in game, the lighting result will be wrong. I have compared two situations with frame debugger and I find out the shader keywords are different. The shader keywords contains DIRLIGHTMAP_SEPARATE when I run the scene directly and contains DIRLIGHTMAP_COMBINED when I load the scene in game.

Is there any conditions for shader keywords DIRLIGHTMAP_COMBINED and DIRLIGHTMAP_SEPARATE? What’s the differences in render logic between them?

Afaik combined is when you have lightmaps set to directional, and separate is directional specular.

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Thanks! I use SceneManager.LoadSceneAsync method to load the art scene with additive mode. It seems like that the game logic scene affect the art scene in additive mode. The game logic scene’s general GI setting is “Directional” and the art scene’s general GI setting is “Directional Specular”.

I changed the game logic scene’s general GI setting to “Directional Specular” and the problem is solved.

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