I have a simple scene, a floor, 4 walls, 1 directional light and a first person character viewmodel.
I set it up in blender and used the Cycles renderer to render an image with its path tracing/ray tracing (not sure what it uses exactly).
Here it is.
I recreated the scene in unity 2022.3.27f1(URP) using Bakery to baked indirect light onto the static floors and wall, light probes to help light the dynamic viewmodel, and reflection probes to help light the viewmodel. Here it is (I also through in some cheeky volumetric fog):
Pretty cool, considering it’s not ray traced I’m pretty happy with it (although if anyone has any tips to improve it further PLEASE TELL ME 
Currently the directional light (sun) is directly hitting the viewmodel from the leftish side, the issue is when I bring the viewmodel into shadow.
Here it is in blender Cycles:
Looks gorgeous. I love the contrast between the specular highlights/reflections and darker areas.
Here it is in unity:
Looks terrible. I put the reflection probe up close the the wall on the left, that’s the probe currently applied to the viewmodel.
Any tips on how to bring it closer to the Cycles render would be much appreciated, thank you for listening to my TED talk.
Reflection probes are for reflections, not lighting, at least in URP reflection probes does nothing apart from reflections. Looks like your scene needs some Post proccesing effects, like “tonemapping”, i use ACES almost all the time, also you can use Color correction for contrast but i would recommend the ovveride for Shadown, Midtones and highlights, to make it more similar to the blender one, Also i would recommend to change the settings of your light, specifically the shadow settings
Make an actual scene 
Also I’m not sure if your corners are that bright because there is some subtle light leaking in the baked light (which means you need higher res baking), or because an incorrectly place reflection probe. I don’t know how exactly your scene is set up.
Not a lighting artist here, just a shader dude, some of my humble opinions, I might be wrong -
The major difference between the offline rendered in blender and realtime rendererd in Unity of your scene is…the indirect lighting contribution of the global illumination. And it’s hard to achieve similar result (and still, no realtime solution can look as good as offline) in realtime without using raytrace or SSGI. (Unreal has lumen though)
Without SSGI/RayTracing , assuming the bake lighting of the scene is properly set. Your best bet to futher improve it is probably going with post processing. you can place different post process setup on the scene using multiple local volumes. For example when you move into the shadowed area using volume A, and place volume B ouside the shadowed area.
Also, it seems your scene lacks of AO?.
MAYBE SSGI can solve your issue, if you’re not going to using 3rd party plugin for SSGI, perhaps your can try using HDRP. at least there’s a built-in SSGI that you can test with.