I need some guidance on how to go about lighting this scene.
the complications of it:
- almost entirely internal so cant really do much with a directional light.
- a dicent amount of pieces move and are interactable,
- the entire lighting can change between this kind of "calm" look and red warning lighting
- the geometry is quite complex, and often not water tight, its messy. (and texturing very simple)
currently the screenshot you see is 100% Realtime just 23 point and spot lights, (light explorer attached for refrence, but ignore the "baked" and "mixed" modes currently I'm only using Realtime lighting with nothing baked.)
My goal is to improve performance while being able to gain more control, nuance and depth with the lighting. I see those 2 as a spectrum obviously i could just add more point lights around but then im losing performance, so im interested in how i can achieve the improved quality while maintaining performance or maybe achieve what i have for less performance and thus be able to "do more" with the additional headroom gained.
i have tried baked lightmaps but with this geometry it felt like an endless black hole of issues.
I would really appreciate any ideas, tips even just "have you tried X" because maybe I'm missing some obvious solutions =/
if you want to get a better perspective on the environment and its "motion" this video covers it well however it is outdated quality wise at this point. https://www.youtube.com/watch?v=AQMEC5QtGug
once again, thanks for any and all input I am at my wits end 
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