Light Ignores Layer Mask

There are indoor and outdoor areas in this scene. The outdoor area is lit by a directional light, and the interior rooms each have their own sets of lights. Each room is in its own layer, as is the outdoor space. The directional outdoor light’s layer mask includes just the outdoor layer, and no interior layers. The indoor lights’ masks each only include their respective room’s layers. However, when I bake the light map, the outdoor light illuminates ALL layers, including the interior layers, making the interior WAY too bright. Even if I set the outdoor light’s layer mask to nothing, it still lights the entire scene. is there something other than a light’s layer mask that determines which objects are illuminated? Do directional lights not use the layer mask? Is there a way to prevent this light from lighting everything in a scene?

I tried every light-related setting I could find, and nothing stopped the directional light from lighting the entire scene, regardless of its layer mask (even when its layer mask was set to Nothing). A workaround I came up with was to place a large object that casts a shadow blocking the directional light from the part of the scene it’s not supposed to be lighting. This works, the interior part of the scene is lit correctly, though it seems like this sort of workaround should not be necessary.

Question - Doesn’t unity HDRP support light layer for baked light? - Unity Forum
Seems like Light Mapper doesn’t support rendering layer

I’m using the built-in render pipeline. I can’t find anything in the docs that says it doesn’t support layer masks for baked lighting. If layer masks are not supported when baking, then they don’t seem to be too useful. And if lighting only masked layers is so computation intensive, then it seems backwards to support it in real time, but not when baking.