I've encountered a serious problem with the lighting in my world. I want baked lights, but I also want avatars to cast shadows, and for them to be dark when they go inside away from the sun. The usual solution to this would be to mix realtime and baked lighting, and enable Distance Shadowmasking but I can't do this because it must be enabled in the project settings (Quality Settings -> ShadowMask Mode), and it appears the VRChat client doesn't enable this feature, and doesn't make it available to be enabled via the world descriptor. Allowing it to be enabled by the world creator would be easy. You can adjust this setting in a script like so: QualitySettings.shadowmaskMode = ShadowmaskMode.DistanceShadowmask; Without distance shadowmasking, when avatars go indoors they are still lit up bright as day from the realtime directional light I use for my sun. Now you may be thinking light probes might solve this problem, but they don't, and I already have them in my world. The reason light probes don't help here is because they can't dim realtime lights shining on an avatar. They only add light to them. With this setup, light probes simply act to add ambient light to characters in shadow, but the characters aren't in shadow unless there are dynamic objects between them and the light source. "Aha!" you exclaim, "Why not create some invisible dynamic objects to shadow the objects behind them!" Unfortunately, I tried this as well, but I found shadows cast this way don't line up precisely with the polygons beneath them even if I set the light's shadow offsets to 0, so I end up with speckles from fully lit pixels along the edges that aren't shadowed.