Unity Android Lightmap Self-Illuminated issue

We have an issue where the final Lightmap appears “watery” and with very low saturation.

First we created a good looking lightmap on PC / WebbPlayer with Global Illumination from Self-Illuminated objects.
When porting the same scene to Android and rebuilding the same ( and even without rebuilding) . The appearence looks desaturated and ugly, with allot of artifacts, light dots etc.

We have Pro version on both PC and Android, so it’s not lack of features that’s stopping us.
Somehow the “blend-mode” is screwed up.

Anyone know of a fix?

Here is a print-screen.
The walls behind use Mobile/Diffuse, while the “lights” use Self-Illuminated Diffuse shader.

enforce high color backbuffers, not 16bit, cause what you see is the impact of 16bit buffers :slight_smile: