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

