For this project I wanted to create a higher fidelity VRchat world than Lunar Outreach. As always it needed to perform well while also looking great. I utilised textures from 'AmbientCG' to enable PBR shading.
Bakery was used for generating baked light maps for the scene (Using MonoSH for directional lighting). This scene has no real-time shadows or lighting elements (other than a lightmap for pickupable items and avatars), this ensures high frame rates while also looking great.
For this project I wanted to focus on a smaller space so I could work more on the details. I wanted everything to look cohesive, and by sharing textures between objects I can optimise the performance.