How can I reduce the volumetric light effect or turn it off on individual sources when using baked light (with real-time everything can be configured on the component itself)? I use Unity 6 HDRP baked light + APV
Shortly : you can not.
But you should be able to do what you want if you set the light to “mixed” and in the lighting settings, set mixed lighting mode to “bake indirect” :
APVs don’t record any information about the fog, but when the light is set to “baked”, the direct and indirect lighting is baked in lightmaps and APV. So the APVs store the incoming direct light from this light source, and as such, it is displayed in the fog.
By changing the settings like I mentioned, only the bounced light from the point light is stored in the APVs, and it is way less intense than direct light. And this is stored among any other incoming direct or indirect lighting depending on the objects settings in the scene.
Then APVs uniformly affect the volumetric fog.
You could also try to reduce the fog settings “GI dimmer”, to lessen the APVs fog influence.
It’s a shame there’s no easy setting to fix this, as performance is lower with mixed lighting and the GI dimmer affects all fog in the scene, which is unnecessary.