I have a perhaps odd/unique use case. I have some “breakable” objects in my game, such as a wall that can break to expose the insides of the wall. Here’s the wall when it’s broken, and you can see the chunks left behind:
Before the wall breaks, it’s just a single object, basically a cube. After it breaks, that cube is swapped out for the more complex model. This is for performance reasons: Until the wall is broken, it’s better not to have the complex object rendering unnecessarily.
The problem I’m having is that I want both the Whole and Broken models to have baked lighting on them, otherwise it looks really weird to swap one object for the other. If both models are rendered while I bake, then the Whole version blocks light from getting into the broken parts.
Is there some way to have two renderers receive baked lighting, but without affecting one another? I thought I could set the LightmapParameters for the Whole object to use “Transparent”, but it seems that only works for Realtime GI, not baked lighting.