https://docs.unity3d.com/Manual/LightMode-Baked.html
baked lighting
baked lights are light components which have their mode property set to baked
use baked mode for lights used for local ambience, rather than fully featured lights. unity pre-calculates the illumination from these lights before run time, and does not include them in any run-time lighting calculations. this means that there is no run-time overhead for baked lights.
unity bakes direct and indirect lighting from baked lights into light maps (to illuminate static game objects) and light probes (to illuminate dynamic light game objects). baked lights can not emit specular lighting, even on dynamic game objects. baked lights do not change in response to actions taken by the player, or events which take place in the scene. they are mainly useful for increasing brightness in dark areas without needing to adjust all of the lighting within in a scene.
baked lights are also the only light type for which dynamic game objects can not cast shadows on other dynamic game objects.
advantages of baked lighting
1/ high quality shadows from statics