Realtime area lights don’t quite exist in Unity - at least not in an official capacity. However, realtime area lights would enable light sources that have rectangular shapes, and their corresponding reflections - captured by a reflection probe - would be accurate.
You can do something like this by using emissive materials on planar surfaces, but the resulting light is not high quality. Is there a workaround?
In the past, emissive materials could emit light, but not influence GI. I don’t see this feature in the Standard Shader any longer in 2017.x. Any advice?