As it was before when our project was full realtime, it had major performance issues. It oculd not be run on the Quest and is barely functioning in PC VR (Index). So we had to make a compromise, trading off a bit of quality for majrop performance boost. We disabled dynamic shadows in dyanmic objects and bake lights for all static objects. This reduced our batches from 12000 to 4000, Setpass Calls from 5000 to only 150. We used an external asset called BakeryLightmapper to do the bakings as it is significantly faster and better than Unity’s built-in.

However, a problem we ran into was how to make the dynamic objects react to the lightings of the baked environment. The solution was to use light probes. We placed light probes all aorund our scene with higher density at points of significant light data changes. (dark to bright for example). Then we bake them with the lights. The result is dynamic shadows on top of dynamic objects. We have also baked a refleciton probe in the scene to get reflective materials to work correctly.
