Fake lighting for VR productions


I have tracked down some tips and tricks for VR-production. It seems that a good place to spend some time, is to fake lighting for incresed performance.
However i can’t find that much info to point me in the direction on where to begin, and i have so many questions.

I assume unlit is the best way to go. Will this automatically disable shading calculations, or must i manually set this somewhere.

If i need some metallic reflections for a movable mesh and go Default Lit, but still plug it into emit instead of base color, will that still save performance, or does this defy the whole point?
Maybe a better way to deal with moving objects?

Any “best practises”, or common workflows you know of?

Links to great info on the subject will be kindly appreciated too :slight_smile:

Thanks :slight_smile: