Creating static shadow-maps at runtime. Possible?

If anything…
OP needs to consider the fact that the performance gain you get from “static” light baking is only there because of the compilation time that producing it takes out of the final equation.

If the goal is to have a dynamic environment and reduce the performance cost, the answer can’t be “bake lighting” because that performance cost will still have to exist one way (distributed across all frames - dynamic) or another (precomputed at level load).

The process doesn’t have to take “forever” btw. A low cost “on load” adaptation could be made taking around 2m to load a level up.
So you really want your players to wait 2 minutes to load in though?