I’ve looked around the web and couldn’t find an out-of-the-box solution for baking lighting on prefabs that works with URP. Apparently Bakery can do it but for my specific case, I have an AMD gpu card and not enough to buy such asset.
So I came up with the idea of creating lots of Scenes, each one containing a predefined room or corridor and then build the player map with multiple scenes. That would go in line with my desire to create a more controlled experience instead of creating totally random mazes and offer better visuals.
My question Is if there is a drawback in using such methods and if this can also work on Android.
Performance is of absolute importance here so I can publish on many platforms without any degrading the visuals.
I also appreciate any additional suggestions on this topic, maybe my approach isn’t good or the best.
This is a very interesting idea and approach. Years ago I did some testing in this area… it was 2018 and the Unity I used was 5.5.1 at the time.
I just brought it up in old Unity and rebaked and looked… these two rooms are the same prefab but placed in two different scenes, one with a red lighting rig, one with a green lighting rig, then static lights baked into the two scenes.
The tube between is a tunnel that has a different light, not easily visible in this screenshot. But you’re seeing three scenes additively loaded, then the root objects moved into position to align entrances.
Don’t know if it works with URP, don’t have an easy way to check. Don’t know how performant it might be either, as it never went beyond this.
ANOTHER way to do all of this is of course vertex lighting, good old PSX style stuff. Back in 2008 I worked with a 3D guy who could vertex light the geometry to look amazing on a Nintendo DS with their limited texture space.
If you’re doing walls / floors, you often need to chop up the geometry towards the edges / corners to have enough verts to do the vertex lighting, and of course then you need a vertex lighting shader, which isn’t a big constraint these days.

I’m curious to see what all you find out and end up with. 
Sorry for the delay, I was pretty busy these last couple months.
The approach worked perfectly, it seems like Unity either have a big limit or simply no limit to the amount of additive Scenes you can have.
I baked each one of them individually and staked them using a Grid.
The only downside is that if you plan on moving the objects around, you have to use StaticBatchingUtility.Combine later on.
Here I have 10 scenes and not any noticible performance impact, although my game in question is very lightweight and don’t make use of any dynamic lights.