Is it possible to have multiple baked lightmaps in a static mesh, to have different colorbleed in GI from nearby surfaces with switchable materials?

Is it possible to have multiple baked lightmaps in a static mesh, to have different colorbleed in GI from nearby surfaces with switchable materials? Lets say we have a surface, with another highly saturated suface placed closely, and that the highly saturated surface should be able to switch to another material, which would also affect the lightbleed in global illumination. How would I go about making that affect the baked GI in a static lighting scenario?