Tonemapping has Problem

I was testing new feature in 5.0.

Most of them are great.

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?

I get the same result with Adaptive Tonemapping.

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.

But I baked Non Directional GI map.

Can you confirm the issue is still present in 18? if so please report them like naughty schoolchildren.