Directional Lightmaps blowing out Specular

I’m having a real problem getting direction light maps to look as expected. For some reason, the specular is ending up extremely blown out. I’ve included two screen-shots, one with lightmaps on, one with them off. I wouldn’t think there would be such a huge specular difference, but there is. I’ve completely disabled environment and global illumination light when baking, though its interesting to note that with directional lightmaps, it still runs GI passes. I assume this is just necessary for directional lightmaps to be generated. Anyway, is this just an expected issue (the crazy specular different) with the directional lightmaps, or might something be setup wrong? Unfortunately, I can’t really use dual lightmaps because my game is top-down, and thus that whole technique is kind of useless, and losing specularity for my lights is definitely not ideal either.

Top image is with directional lightmaps, bottom with real-time lights.

-Sean

Replying to myself in case anyone else runs into this. I’m 90% sure this is just a side-effect of how the direction is encoded. It’s pretty accurate at handling areas where only one light influences the lightmap, but when more than one light is influencing an area, it can only encode one “light direction”, and so logically that can get a bit wonky. The solution I found was just tweaking all my materials after lightmaps are applied (which in general involved lowering specular color) until the look I was going for is achieved.

-Sean