Hello.
Our scenes are completely baked for lighting and shadow for all static object.
Characters and dynamic objects are lit using Light Probes.
Shadows are cast with either a “Mixed” or “Realtime” Directional light.
Since the characters are already lit using light probes, will the Realtime/Mixed directional light still be lighting the characters/dynamic objects, and so characters end up being double lit, and wasted computing resources?
If so, how can I use Directional Light to ONLY cast realtime shadows but not light dynamic objects since light probes already do a good job.
I really would like to know how to do this, too. 
Because of mixed lighting shadows currently not working, this would be a great workaround.
Yeah, its not possible to combine baked light with realtime light/shadows currently. We have the same problem several of our projects. Mixed lights should be fixed for 5.3 (in december), though possibly only for directional lights.
You could possibly try using an old style projected shadow. Something like this http://wiki.unity3d.com/index.php/Character_Shadow
The kind of shadow that was used before, in games like halflife and so on…
That’s an old sample, but there could be something newer on the asset store.
Maybe you can also use a projectted shadow blob under the characters to at least ground the characters. Not so nice, but better than nothing.
It seems mixed mode will ensure realtime lighting is not calculated.
Hi there,
The closest work around I’ve got is in the Lighting menu, leave Sun empty as ‘None (Light)’
5 Sky Lights, One straight down, the four each turn 90 degrees so facing N,S,E,W but each rotated facing downward slightly (like 15 degrees)
Bake (non-directional) with bounce settings and light colours that are appropriate for your scene. You then have light maps that include GI and AO and because you have no shadow lines, they can be compressed quite low to keep file sizes down. Then add a realtime shadow casting directional light for the sun but put shadow strength way down to between .1 - .2.