Directional Specular Lightmaps: Bug? (strong Highlights on glossy PBR Materials)

Hello Unity-Developers,

I have some problems with Directional Specular Lighmaps and glossy PBR materials. I’m not sure if this behaviour is correct?

I have a simple scene: One quad and a sphere in an unlit scene: Download Scene

There is no light source just a little ambient light but there are strong highlights on both objects when using Directional Specular Lightmaps.

If I set ambient light to black RGB(0,0,0) there is no highlight as expected:

But when using nearly black RGB(1,1,1) there is the highlight again - way too strong - as if there is a point light near the sphere.

Turning ambient back to RGB(0,0,0) and adding some light via emission on the plane material there also a highlight pops up on the sphere when reaching an amount of 0.09 intensity.

Interesting - now the highlight appears only on the shpere - not on the plane. But when emission is set on the sphere there will also be a highlight on the plane.

How can I get rid of those wrong highlights?

Thank you and best regards!

Hello again,

I just want to know if this is intended behaviour at directed specular lightmapping or if this is a bug which needs a bug report. Tested also at Unity5.2.2f1.

Thank you.