I am using Unity 2020.1 and URP 9. I have an outdoor scene which is currently using a panoramic HDR cubemap as a skybox. I want to lightmap this scene as well, ideally with my cubemap to ensure a certain degree of consistency in my lighting. Right now when I set a "Skybox Material" in my Lighting/Environment settings, it is both used for lightmapping as well as a backdrop for my camera. I can override the cameras behaviour by using a Skybox component. My cubemap contains a sun, which of course influences lightmapping quite a bit, but this obviously does not create realtime shadows, so I would like to replace it with a directional light. What would be the best way to achieve a good lighting in my case? Should I create a second HDR cubemap (possibly lowres and/or blurred) from my original cubemap with the sun removed, so I can use this for lightmapping while overriding this cubemap with the "real" one on camera? This would also make it possible to use a properly tonemapped LDR cubemap for my camera? Will the skybox material (and texture) in my lighting settings be included in my build, even when it is never really used beyond lightmapping (seems inefficient)? Or is there another workflow I am not aware of? It seems to be kind of a hassle to explicitly override the cameras background using a skybox component as well as using a second manually created asset for this.