I understand all geometry that adds (emissive) lighting to real-time GI must be marked lightmap static. Anything that is not lightmap static can only receive some of the real-time GI via light probes.
What I’d like to do is have 2 independent sets of GI systems (set A & B), where everything in set A does not move relative to set A, and everything in set B does not move relative to set B, and then have set A fully participate in real-time GI of set A, and the same for set B. So, set B can move relative to set A, but set B can also light itself via dynamically altered emission properties in the Standard shader, etc. However, I do not think this is possible, as currently, set B cannot be marked lightmap static, since it moves relative to set A.
Alternatively, is there a way to composite two different scenes that move relative to one another, but are each mostly filled with lightmap static geometry?
I did a little searching on rendering multiple scenes, to see if they could be more independent than just being on separate layers, or far away from each other, and didn’t come up with anything. However, this gave me an idea… I suppose I could have both scenes loaded, each with its own camera, and animate the camera for set B. If I composite the results, I think it would appear that set B is moving relative to set A, and everything could be static and non-animating (other than set B’s camera).