I have highpoly LOD0 mesh and a "billboard" plane for LOD1. They have different UVs. I created a material for LOD1 by baking LOD0 textures and using bump mapping. It all looks good. Self shadows are reasonably good because small dynamic shadows disappear at lod distance.

Problem: After light baking shadowmaps for LOD0 and LOD1 are different, LOD1 don't have any self shadows (which is correct because it's flat)

Is there some parameter in lightmass which will bake shadowmaps from lod0 to lod1?

Baked light LOD 0 vs LOD1

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