This is the start of a new Unity 5 project using 5.3.1f1. Setting up the scenes for VR.
I am working with a new workflow of importing each asset individually into the Unity project so that there is a more granular control over the lightmap parameters. Before I was bringing every asset into Unity as one FBX (continuing from an older pipeline) which worked okay, but that isn't the case now.
Camera Post-Processing:
Antialiasing: FXAA1 Preset A - I do have Super-Sampling SSAA but it's a little heavy right now.
SSAO: High Sample count with an intensity of 1.3
SSRR: Custom settings
SE Natural Bloom & Dirty Lense: Bloom Instensity of 0.03
LUT: Force or Clarity which is being used in the image above. Those two look up textures have a nice balance of saturation and tonemapping without being too washed out.
Tonemapping: Photographic of 1.25 exposure.
I am using these same camera settings on this scene here that I did as a test, though this is a still of a real-time lighting setup. FPS was about 35 which isn't good enough:
Baked GI:
Working with settings using these updated assets that also have transparent textures i.e. leaves.
Right now it is running at 65ish FPS. But this uncompressed at 3x1024x1024px 32MB directional lightmaps. I will try compressing it but hopefully this wont introduce artifacts on the baked lightmap.
Real time GI : Update on foliage scene with occlusion culling:
The batching and FPS aren't too far apart being either on or off.