Good day all, hoping some Godot pros can help me with some lighting issues I'm struggling to fix in Godot 3.5. I'm trying to setup lightmaps + probes + cubemaps style lighting. Super basic stuff, the kinda stuff the industry already nailed all the way back in the early 2000s with like Half Life 2 or something. But no matter what I did I just could never get it to look right.
Out of frustration I made a completely separate test project so that I could isolate exactly what was wrong with the lighting. The test project is here: https://github.com/Jamsers/GodotLightingTest, and the reference project that I used for comparison is a Unity 2021.3 URP project found here: https://github.com/Jamsers/UnityLightingTest.
Long story short, there seems to be 2 issues making the lighting look wrong: there's a severe discrepancy between the lighting of dynamic objects and baked static objects, and the skybox seems to leak through the reflections applied by reflection probes.
Here are the full comparison photos between Godot and Unity: https://drive.google.com/drive/folders/1AtndCq9m4Mwe7IW6HF9h1XF1pX6bUgA6
Can a Godot pro check out the GodotLightingTest project and make sure I'm not doing anything wrong with regards to how I set up the lighting? I'm hoping I've just set it up wrong and it's not a problem with Godot, but I've scoured the documentation and tried a whole lotta things and I just can't fix those 2 major issues. ☹️