I’m not getting specular reflections from static GameObjects that use the Lit or SimpleLit shader when they are lit by (only) one directional, mixed light. If I switch the light to realtime, I get the specular reflections. I have Mixed Lighting enabled in the renderpipeline asset.
Maybe only shadowmask modes (not supported in URP) support specular on lightmap static objects… I guess I’ll have to try and fake something with a custom SimpleLit derived shader, and some creative interpretation of the baked GI
Did you ever find a solution to this? As you stated, specular is thrown out the window the second shadows are enabled on baked lights. Can be fixed by adding an additional RT directional light, but the overhead …