Hello there, Im considering procedural levels in my project, e.g. having big prefabed tyles that are arranged in a path like formation with different rotations and variations. Here I encounter the problem of not being able to bake my lighting and if I use only real-time shadows I have problems with the shadows on smaller objects because of the vast shadow distance I require in order for the shadows to not pop up infront of you (its a flying game so the player is high and can see pretty far). So my question is, what would be the best way to go about this? Is there a way to fix the real-time shading or can I somehow bake my lighting upon generation of the level. I was also considering baking AO pass in the textures of the prefabed objects in a 3D application but that would leave me without texture atlasing. So optimisation wise and shading wise what would be the best solution?
Thanks in advance