We have been looking at how we should setup the lighting for our city level in Submerged.
The City is very large and has many streaming sub levels and a Dynamic Time of Day. It uses a Movable Directional Light as the primary light source. Rebuilding light maps takes a very long time and seems to have a very limited impact on the visual quality. just some very subtle ambient occlusion baked into the maps form the skylight.
We have tried to change to “force no pre-computed lighting” but this seems to have some adverse effects on the creation of the cubemap probes? and the level doesn’t look right.
My question is: With 4.3 and the new Distance Field AO, would there be any need to have pre computed lightmaps at all?