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?