On a few objects I use a technique where instead of using geometry, I place planes with a Cutout Material on top of each other, creating a 3D illusion with minimal cost. The thing is, it looks great with Unity's Realtime Lighting, but Baked Lighting darkens some of them.
The floor, walls and ceiling look close perfect, while the door's details are completely ruined. This was the reason I stopped baking light, but that is not a viable option as I am aiming to make it a Quest 2 Standalone project. Without baking, it just can't run it, with baking it is 100+ FPS on average.
I even turned off AO, just in case, but that didn't work either.
So my question is, that how can I fix this? Is there a stupidly simple solution, or is there a way to bake the "primitive" Realtime Lighting instead of the accurate Baked Lighting?
After countless hours of baking I'm out of ideas and started to lean towards making the problematic parts with actual geometry. That could be a bit heavy on the polygon side, but I could then include that too in the main 4K Texture Atlas. I'm quite unsure if that would be such a huge performance hit if any at all (since I could get rid of 3-4 Cutout Materials, making the SetPass calls even lower), but I'd like to keep the current approach if possible.
Realtime Lighting: Note how well the color of the door detail and the door itself match. 
Baked Lighting: Now the door details are way too dark. Funnity enough the floor, walls and ceiling do actually look better baked. 
PS: I know the baked image is a lot darker anyway, which is not intended and will be fixed if I find a solution to this issue first. I know how to add more strength to lights. :P