Well…it may be a big task, but it breaks/makes lighting on mobile very unsure/difficult. When do you hope to have it fixed, 5.3? And what will happen when you fix it - will you make sure baked lights looks closer to the real time gamma light, or will you enable linear lighting on mobile? Will we have to relight all the locations? A costly operation that…
And for those of us that needs to be finished with a mobile game this year, what do you suggest we do?
Just stick to the linear’ish baked light and do a shader based gamma–>linear for the real time lights/lightprobes?
We did a simple pow(lightprobecolor,0.45) for another project, but is that enough? How do we easily implement this in a surface shader? I planned setting “noambient” tag and then setting lightprobe values manually(emission). Is that fine to do? (+ doing the same in a lighting override function).
Some workaround tips for those that can’t wait indefinitely would be really really really great.
I really like Unity, I do, but I must say that you guys dropped the ball in this release. The lighting tech just isn’t properly implemented
Sure, Unity needs graphical upgrades, properly filtered shadows, postprocess effects, new terrain, SSR and all that, but you need to have the most serious bugs/features fixed before this. Bugs/broken features that existed since release.
Realtime GI is nice, but most games need some sort of backup system for lower end hardware. And for mobile we need to bake the lights, no getting around that.
And some of us actually use Unity for large scenes. We can’t have infinite range on the shadows. You guys should try to make huge game scenes, actual game scenes. You will see that there are problems.
Sorry for the whine, but these days I spend time waiting for baked lights to render/discovering bugs/verifying bugs & searching the forums about bugs, instead of actually creating games. Not a happy developer 
Kjetil