Dynamic Shadows Rendering on top of Baked ones

While I’m loving (nearly) everything about the new lighting engine in Unity 5, I have encountered a strange issue after baking lightmaps (in 5.0.1f1). I have my scene with just the single Directional Light configured as such:

And getting this as the end-result:

Basically this is a floating island with a couple of trees placed on top of it. As the trees are using a wind zone, they are not set to static whereas the island itself is (so just the island is utilizing a baked lightmap). This occurs for any dynamic objects that I have placed on static objects and I can flag the island itself as dynamic and this goes away (but wouldn’t that would defeat the purpose of baking lightmaps in the first place?). Naturally when not baking any lightmaps, this issue does not occur either.

In one of the rare circumstances, Google and searching has not been of much help with this particular issue so I’m hoping someone else may have found a fix and/or workaround that still allows me to utilize baked lightmaps for static objects.

Thanks in advance for any help or advice that can be offered!

Hi! I have a hard time figuring out what I am looking at. Is the tree shadow the only thing wrong with the lighting or is the big blob shape also incorrect? In any case, it would be good to know more about the scene and the settings used.

How does it look if you have a realtime directional light and a baked one (instead of the mixed) with half the intensity?

Sure thing. So more about the scene, the island shadow is fine, it’s the fact the the trees render on top of the baked “blob” shadow of the island. Specifically, here is the setup from afar (again, the island is in the air):

Again there is only the single light source (directional) being used in this area, but here are the scene lighting/baking settings:

The Default Parameters were only used for testing but I did notice this when using Default as well as Default-VeryLowResolution.

Testing with 2 directional lights instead (one set to Realtime and the other to Baked instead of a single set to Mixed) and using the same scene lighting settings, this does render correctly now:

So it appears to only be an issue (bug?) while using Mixed lighting settings…?