Baked lighting in overlay to Passthrough Layer

Hi guys,

I’m working on a mixed reality application to show some 3d model in a real place with Meta Quest.

Let’s say I have a sofa with a nice soft lighting setup, I bake it and I can see it on the mesh, but I don’t see its shadows on the (real life) floor unless I choose to view a 3d model of the floor.

I want the floor static mesh to be invisible, with the exception of its baked lighting that should be like the “multiply” mode in Photoshop.

Is there a way to achieve this? Maybe with a specific material setup?