I have a small question that I hoped someone would have experience with.
I am trying to create a interior level where all the objects are evenly lit. I tried to do this by having a sky light and a directional light and turing off all the shadow casting from them. But this has not really worked well. There are still some shadows visible.
I think that you could use a post process volume, make it unbound, and assign it an ambient cubemap. If the cubemap is just a solid color, it should evenly disperse lighting throughout the scene.
Or, if you’re not in need of shadows, you could make all your materials unlit?