Unexpected baking results

I am attempting to bake lights into my current scene, the resulting bake looks nothing like what the lights I’ve labeled for baking would produce.

*Every object in the scene is marked static
*The two lights have been tested with baked and mixed
*There are light probes present to help aid baking in the scene
*In quality settings I marked 14 for pixel light count
*In quality settings I have…
*Shadowmask mode set to distance
*hard shadows
*no cascades
*close fit for shadow projection
*low reso shadows

The following screenshot first shows what the scene looks like, before baking, the following is the result, where all lights have been disabled to show the resulting bake

The third, and fourth photos show lighting settings, and the directional light used to light the scene.

Would anyone happen to know what is causing this problem? Have I tweaked the lightmapping settings poorly? What settings do I need to adjust?

An easier way to check the lightmaps is to either use the visualizers through the scene view (there’s a small dropdown box at the top left of scene view. You can select various debug visualizers through there, you want to check out the baked lightmap). Alternatively, in the lighting settings window there’s a tab where you can see all generated lightmaps as texture.

How are the lights in your scene actually set up? Your scene seems to be in a building, are you sure the directional light can actually reach in there?

Lights:
https://imgur.com/a/CYDtLs4

New results… first image is expected, second is what I got:

https://imgur.com/a/iUKhg26

https://imgur.com/a/JzB4Uns

Light debugging:

https://imgur.com/a/HcBG8Kf

Light-mapper configuration:
https://imgur.com/a/Go8ejlB

Quality Settings:
https://imgur.com/a/u30gw1y

What looks a bit odd is how bright your vehicles seem to be lit. It almost feels like the tonemapper is reducing intensity by a lot so the vehicles look correct, subsequently darkening everything else.

These are the material settings applied to the “bright” objects:
https://imgur.com/a/223QiNE

Should I upgrade to the LWRP? What other side effects should I be aware of when using the Light-mapper, in general?

This should work with the built-in pipeline as well. Your directionality results look a bit odd, and the lightmap looks like it hits a lot of invalid surfaces. The bake performance at 0.07 mrays on a 2070 also seems to be way too slow. Have you checked whether the meshes in the scene all have proper normals pointing in the right direction?
Have you tried baking with the CPU lightmapper? What results does the texel validity debug view show? It should contain mostly green texels, very few red ones.

I only have red texels on little knobs that are a part of the warehouse rack models, where the are some overlapping objects, as seen in the following photo… but these shouldn’t cause the floors and models to have such poor lighting compared to what I see in the scene by default.

The CPU Light-mapper bakes many magnitudes faster, and it appears now the results are better (for some reason?), how is this happening? Shouldn’t the GPU light-mapper be incredibly faster and superior considering its a GTX 2070 and designed for these math heavy calculations?

I am also getting crashes now, this happened while I was tweaking values in the light-mapper settings. It also happens very frequently when I look at the Light debugging maps while its baking.

https://imgur.com/a/aJ0PT4j

New Expected result…

Result with Progressive CPU(lighting hasnt changed just the position of things)

Texel validity…

Summary of settings…