The lightmap generation process is as follows:
UV Mapping: By default, Unity uses the mesh’s imported UVs. You can also make Unity generate a per-mesh UV layout with UV charts for each mesh. A margin separates charts within the same layout.
Packing: Unity packs multiple UV layouts into a shared UV atlas. Padding between different UV layouts in the atlas optimizes texture space and prevents bleeding.
Texture generation: Unity converts the UV atlas into the final lightmap texture that contains the pre-calculated lighting data.
Unity uses real-time lightmap UVs for the Realtime Global Illumination system and baked lightmap UVs for the Baked Global Illumination system. There are two reasons for this: