I think this is because the 0 channel is the default for texture UVs. So it’s dark because it’s reading the lightmap UVs through the texture UV channel, which isn’t designed to process / interpolate lighting. Notice also in the screenshot it shows in the error report below that the UVs are wrapping and overlapping, which is how texture UVs are made in some cases, whereas lightmap UVs cannot be overlapping or wrapping past the 0-1 map space.