But Somtimes , Adative Tonemapping turn to blackout. There was no problem in version4 .
And I have also shadow problem. In 5.0 , SkinnedMeshRenderer component has new option for Shadow Casting. Shadow Only option added, But you explain more detail.
I think I would to make new low polygon( maybe under 900 vertex ) object for shadow dynamic batch(No Uv , No Normal , Only position data). Is My thought correct?
It’s a directional lightmap bug, if you change to non directional it’s fine.
For some reason directional lightmaps output extremely bright pixels in certain situations and that probably makes the adaptive tonemapper choose an exposure close to zero.