Map is interior-only, “at night” without windows (no external lights, so directional is out of the question). Currently on built-in renderer, but thinking on moving to URP for other reasons.
What is the most “engine friendly” way to do it? Not necessarily what looks best, just pretty much what “Unity devs expect me to do”. How am I meant to do it? Because I done some research, and I’ve found conflicting, different information almost anywhere.
Here’s what I concluded:
-I get the best performance through baked lighting (for the walls, ground…), but non-static objects cast no shadows on the map.
-I suposse the second best option is mixed lighting? That’s the closest I get to having lights + moving shadows on it. If I take a look at the generated lightmap however, I only see lights; which means all static shadows are rendered in real-time regardless.
-Full realtime lighting is best for quick results at the cost of performance.
Is it even possible to have the static level map and static objects have their shadows within the bake, while allowing non-static objects to cast shadows at the same time? I mean, think I seen it in many pre-2020 games, but I could be wrong…