Lightbake invisible with standard HDRP shader

Hey people,
this is a bit of a rooky question, but I spent hours trying to figure it out. Guess all I need is a hint:

I’ve made a new scene, imported a fbx and baked lightmaps using the CPU progressive Lightmapper. The lighting is fine when I turn on the “Baked Lightmap” in Scene view (1) but when I go to “Shaded” view (or enter Game Mode) the lighting completely disapears and I’m left with that weirdly shiny unlit HDRP standard shader.

What Am I doing wrong?

Thanks for your help!


I think you have to click the light bulb in the scene view toolbar Unity - Manual: Scene view View Options toolbar

Thank you, I tried that and it indeed changed the look in the Editor (showing more accurate lighting), yet it still does not show the baked lightmaps.

Okay, I figured it out. In case someone has a similar issue, here’s what happened:
The standard directional light (that served as the sun in my scene) had very low intensity, so the light bake was very dark. The diffuse indirect light became therefore almost neglible compared to the reflective property of the material (hence the “shiny” look of the shader). What prevented me from figuring out the promblem right away is that despite the initially “dark” sun, the image did not look underexposed because of automatic exposure adjustment.
Once I cranked up the light intensity to 10000 lux the scene renders perfectly (but now when I inspect the Lightmap I have to move the exposure a lot to the left, as it is completely white in the default view).