I noticed only the first material of any mesh was casting shadows onto the shadowmasks.
Looking into the LightVolumeOcclusionBaker script I saw that DrawMesh wasn't being called with any submesh indices when drawing the occluders, and defaulting to 0.
Adding a loop to draw every submesh fixed this and worked for the shadows, but increased bake time.

I noticed only the first material of any mesh was casting shadows onto the shadowmasks.
Looking into the LightVolumeOcclusionBaker script I saw that DrawMesh wasn't being called with any submesh indices when drawing the occluders, and defaulting to 0.
Adding a loop to draw every submesh fixed this and worked for the shadows, but increased bake time.