I've tried baked lighting like a million times in Unity, whether URP, BIRP, HDRP, etc, and it just seems unusable. Even on small scenes it takes hours to render, and then after all that it basically looks the same.
Are there any modern lighting tutorials for URP? Preferably not a video but I guess I'll take what I can get. Most videos skip over a LOT of detail, and it's not clear if it's supposed to take hours to bake lighting on a high end PC in 2025. Things like "Enlighten Realtime GI" being enabled, how does that impact the lighting? I notice no difference with it on or off. Do you have to bake for that to work? What makes it realtime then? Should my lights be set to mixed, realtime, baked? What exactly is the impact of each of those? How do they interact with adaptive probe volumes? How do you get a directional light that you can rotate at runtime, and shadows with nice GI? Static vs nonstatic objects, adaptive probe volumes, there's so much complexity and it's just not clear what's the current "best" approach or modern approach in Unity to get good natural soft lighting in URP these days.