Hiya, I'm struggling to understand if it's possible to get specular highlights from baked lighting? I'm using Unity 2020.1 with the HDRP render pipleline. I've got a water surface, for which I've made a PBR shader in shadergraph, which uses a flow map. You can see the effect here: https://gyazo.com/9c146f1649fd750c970305e43ae80a43 When I light the water with realtime spotlights, it looks like this: When I bake the lights, I lose the specular highlights: Is it possible to achieve the effect of the realtime lights by setting them to baked? I'm finding that setting them to mixed drops the framerate too much. I do have light probes in the scene. Thanks!