Lighting assets generated at run time

Hi everyone! I’m having a hard time solving the lighting problems of my current work project and I’m hoping to get some advice on a direction to take.

The project is a VR visualizer in which the user chooses one of several interior environments and applies surface products to it. A major component of this project is the ability to apply several materials to the same surface in a variety of patterns. Because of this, the programming team opted to generate geometry based on user input at run time.

The issues I’m having is how to light those surfaces once they’re generated. I’ve tried many combinations of mixing dynamic and static shadow casting geometry with mixed lights but the results have not had the quality required to make this successful.

If anyone has any advice as to how I can achieve baked quality shadows on these run-time generated surfaces, I would really appreciate it! Thanks for your time and hopefully we can get this figured out!

Ok so I’m revising my original question to, “How can I bake shadows to a transparent object?” I think this might be the answer to my problems – anyone know?

So I’m not the first person to ask this question: https://forum.unity3d.com/threads/no-shadows-visible-on-transparency-shaders.9909/page-2 in case anyone stumbles on this thread.