If you're a beginner with lighting, check out this other page

This goes through Baked lighting and what's the minimum necessary to get a bake:

Baked lighting (Beginner notions)

Bakery - Realtime GI needs a tweak to work in VRChat

<aside> 🛑 This entry may be outdated as of the 28th of January 2022 at least.

This entry was originally written under Unity 2018 with an older version of SDK3. In Unity 2019 and recent versions of SDK3, Bakery and Enlighten have been witnessed to function without needing any changes, on the same machine.

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When building a world with Bakery and Realtime GI, there is a bug specific to an interaction with VRChat SDK3 that will cause Realtime GI not to function in-game (but still work in Editor).

In order to fix this, edit Assets/Bakery/ftLightmapsStorage.cs to add the following code in the Awake() function:

foreach (var frame in new System.Diagnostics.StackTrace().GetFrames())
{
    if (frame.GetMethod().Name == "PopulateAllPrefabSerializedProgramAssetReferences") return;
}

Like this:

Untitled

GPU Progressive - Enable Double-Sided Global Illumination on materials to reduce artifacting

Most materials that contribute to global illumination should have "Double-Sided Global Illumination" enabled on the material. This should reduce some forms of artifacting, like black squares. This is not necessary with Bakery.

Bakery - Bake Editor-only objects with Contribute GI

Sometimes you want to bake objects that are influenced by other geometry that is not needed at runtime, like ambient occlusion, or general shadows and diffusion.

Editor-only renderers are not used to compute Global Illumination.

However, you can set any parent of that renderer to be Editor-only, and keep the renderer itself not Editor-only.