I'm having some problems with the lighting in my game. The environment of the game is mostly made out of corridors, but there are also some bigger areas. During prototyping I just put some Realtime point lights in the corridor prefabs and that worked. But all those Realtime lights are probably taking up a large chunk of performance, and I'm making a VR game so that isn't smart. It also looks weird when you bring your hand or other item close to the point light that isn't a real light in the game and just in mid-air.
To try and solve this issue I have added those baked area lights to each light panel you see in the corridor, and set all of the lights in the center to mixed. But this looks weird, because I have a lot of dynamic objects in my game and these are still only lit by the weirdly placed mixed lights, so it looks like these are lit differently than the static environment. And it still feels like I'm having performance issues.
In the image you can see the dynamic objects remain dark after baking. The doors are the easiest to see.
Main question: How do I make the lighting look good and still have good performance?
Extra question: Is there a way to use graphic settings so people can tweak some lighting settings if they have better computers?