In this experiment I looked at emissive materials and post-processing affects to achieve gorgeous ambient lighting affects with baked global illumination. I am disappointed that because emissive materials are baked that they are not able to create shadows from dynamic objects. I looked at ways to fake this such as using mixed lighting techniques - point lights (which are realtime) in the same location and with the same hue as emissive material to fake shadow casts. It seems to somewhat work.
In terms of post processign I looked at using the unity stack to Colourgrade and make images pop. Was also impressed my Keirjiro post processign series, which have some great retro futuristic looks.