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After some investigation - this is what the issue turned out to be:
When the object has Baked Specular enabled and isn't lightmapped - the lightprobe light direction is used to create specular highlights (otherwise metallic objects would be incredibly flat).
However, that specular contribution was added directly to the final direct specular, which does not get specular occlusion applied to it (should it? not sure).
I adjusted the logic so that direct specular derived from lightmaps or lightprobes gets its specular adjusted correctly as well.
I also added a relevant slider in case this new effect makes the objects too dark
Seems like AO map doesn't participate in Specular Occlusion calculation on non-baked meshes
From SyncLinear.com | ORL-75
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