Directional Specular Baked GI issues

Hey Guys,

I am using Unity 5.3.4f1.
As the title suggests I am having all sorts of issues with baking GI in Directional specular mode. If you take a look at the two images below both of these have the exact same lighting settings except one is Directional mode = Directional Specular and the other one is Non-Directional.

The Non-Directional one looks a lot nicer, in particular there’s less pixelation and dark patches.

Now I realize that using Directional Specular effectively halves the available space on the light maps but I don’t think it should be making that much of a difference?

The other thing to note is that the objects in my scene have albedo/diffuse and normal maps but NO specular maps. I am in the process of creating spec maps to add into the scene see if that’s the problem.

Also note that I am using Amplify Texture (for virtual materials) and Alloy shaders plugins. However these obviously don’t cause issues in Non-directional mode and I have tried the scene without the use of these plugins and getting same results.

Lastly I am using Deferred lighting if that helps!

If anybody has had the same issue or knows what the problem I’d love to hear about it.

@Harrison_Hough
Did you try it with the Standard shader as well? It probably won’t make a difference, but I just want to be sure.

Thanks for the reply!
I actually worked out it was an issue with the normals texture. Once we fixed that everything seems to be good now.