So my game KILLNETIC uses a mix of low res textures and low poly models with unity default realistic lighting, so my materials are all PBR
The way i setup my scene is that use only baked lights, no skybox, ambient color and realtime shadow color is blacked, i use the same baked settings for all my scenes
i have one reflection probe per room and a lightprobe with a ton of spots per room too
my player is a skinned mesh renderer so its dynamic
and well my issue is the non metallic parts of my mesh are lit by nearby lights while the reflective one is barely lit if at all even with the reflection probe, that might not be the use of it but im not a graphics guy
with mixed lighting i achieve more of what i want which is for the weapon to lit by nearby lights with reflections and stuff, but the look of mixed lights and performance cost is nuts high, it nearly halfs fps
if the fix for this is only the mixed lights and there's no way for making em cheaper i accept ideas on custom shaders like psx maybe or techniques idk ahhahah, attached will be info about my issue