n in-house R&D project, with the goal of creating an atmospheric horror setting.
During the project we experimented with various workflows and custom tools to see what would be feasible on larger scale projects.
In the end we settled for a Maya + Vray solution to bake all lightmaps and apply these in Unity using our lightmapping toolset (which would keep track of lightmap imports, assignments and final atlas map creation.)
We also created a collection of custom shaders for the project, amongst them a screen space reflection shader for the floors and various objects. The screen space shaders however are not in the final product as these became too taxing on systems to keep decent framerates with the Oculus.