Lightmapping differences between Webplayer & IOS

For some reason the lighting information is drastically different on the Webplayer than on IOS. Does anyone know why this is happening and/or how to fix it? I’m using single lightmaps for every asset in the image.

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I don’t know why it’s done, but the format for lightmap encoding is different across platforms:

http://forum.unity3d.com/threads/55637-Beast-Lightmapping-Math?p=389541&viewfull=1#post389541

http://unity3d.com/support/documentation/Components/SL-PassTags.html

It can’t be “fixed”, as far as I know.