Hi.
Sorry for asking another noob question. I've baked directional light using mode "All" in Godot 3.4.2-stable, then I disabled the light. I see that tree shadows are baked too, but instead leaves (normally cut with alpha scissors in material) there are visible shadows of meshes (planes used for leaves). Is expected that shadows are baked in "All lights" mode?
My trees are built from two meshes - one for casting shadows only (Use in baked light set to true, Generate lightmaps disabled), and second for the tree itself (no shadows, Use in baked light and Generate lightmaps enabled). Please bear in mind that ground is built with HTerrain plugin, which isn't working (or isn't working well) with baked lighting, so let's focus on the house and trees.

I think I can use detailed mesh for creating precise shadows, bake them in "All" mode, and achieve better performance for low end GPUs. I'll try this later, but still wondering is this expected, knowing that Calinou's shadowmaps branch isn't merged yet. Of course the lighting and shadowing during gameplay are very limited due to their static nature, but I can sacrifice them for a performance.
I'm trying to achieve something similar to SpinTires / MudRunner - a good visuals and performance. They baked almost everything, there are no dynamic lights except one for car's front lights, there are faked shadow blobs for cars, quite limited visibility, and color tricks for day-night cycle. My hardware can drive ST/MR up to 35fps on full screen. My test project in Godot, with all lights baked, achieves similar performance. That's good.
FYI: there is interesting article about tricks used in SpinTires: https://www.gamedeveloper.com/programming/mud-and-water-of-spintires-mudrunner
Regards,
Marcin