Specular reflections on lightmapped object without reflection probe

I have a material that has some very rough specular reflection. Because it is rough, I don’t need the detail that a reflection probe would provide, and instead want the benefit of positional accuracy from using a single light source directly. Additionally, a reflection probe would lack the intensity of the point light source I want to be visible in the specular reflection. Now, I have tried various setups in forward and deferred rendering, but this does not seem to want to mix. When I select “Simple” under “Reflection probes” on my object (forward rendering) there still is no specular reflection from any of the nearby light sources. I made sure that directional lightmaps are being built. Using Unity 5.6.0f3.

The material and what it should look like (exaggerated for effect, anyway):

The object which lacks reflections:

The settings of the MeshRenderer on said object:

How my lights are set up:

My lighting settings:

Also, here is the effect that I want (which I get immediately when clearing lightmap data, which, however, I do want to keep and use):

I have no idea if I understood you correctly, but based on what I understood this is my reply.
Don’t use subtractive, use one of the other lighting mode and it should work fine with your current lightmap data.
Subtractive mode is the old mixed mode and only need to be used if you are developing for low spec mobile development etc.


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I cannot thank you enough for bestowing this knowledge upon me. It’s finally looking the way I want it to!

Thank you!

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No, thank you for validating my experience and thank you for asking the question. It is always good to know when we can help each other out.